#[compute] #version 450 VERSION_DEFINES layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #ifdef USE_25_SAMPLES const int kernel_size = 13; const vec2 kernel[kernel_size] = vec2[]( vec2(0.530605, 0.0), vec2(0.0211412, 0.0208333), vec2(0.0402784, 0.0833333), vec2(0.0493588, 0.1875), vec2(0.0410172, 0.333333), vec2(0.0263642, 0.520833), vec2(0.017924, 0.75), vec2(0.0128496, 1.02083), vec2(0.0094389, 1.33333), vec2(0.00700976, 1.6875), vec2(0.00500364, 2.08333), vec2(0.00333804, 2.52083), vec2(0.000973794, 3.0)); const vec4 skin_kernel[kernel_size] = vec4[]( vec4(0.530605, 0.613514, 0.739601, 0), vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333), vec4(0.0402784, 0.0657244, 0.04631, 0.0833333), vec4(0.0493588, 0.0367726, 0.0219485, 0.1875), vec4(0.0410172, 0.0199899, 0.0118481, 0.333333), vec4(0.0263642, 0.0119715, 0.00684598, 0.520833), vec4(0.017924, 0.00711691, 0.00347194, 0.75), vec4(0.0128496, 0.00356329, 0.00132016, 1.02083), vec4(0.0094389, 0.00139119, 0.000416598, 1.33333), vec4(0.00700976, 0.00049366, 0.000151938, 1.6875), vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333), vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083), vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3)); #endif //USE_25_SAMPLES #ifdef USE_17_SAMPLES const int kernel_size = 9; const vec2 kernel[kernel_size] = vec2[]( vec2(0.536343, 0.0), vec2(0.0324462, 0.03125), vec2(0.0582416, 0.125), vec2(0.0571056, 0.28125), vec2(0.0347317, 0.5), vec2(0.0216301, 0.78125), vec2(0.0144609, 1.125), vec2(0.0100386, 1.53125), vec2(0.00317394, 2.0)); const vec4 skin_kernel[kernel_size] = vec4[]( vec4(0.536343, 0.624624, 0.748867, 0), vec4(0.0324462, 0.0656718, 0.0532821, 0.03125), vec4(0.0582416, 0.0659959, 0.0411329, 0.125), vec4(0.0571056, 0.0287432, 0.0172844, 0.28125), vec4(0.0347317, 0.0151085, 0.00871983, 0.5), vec4(0.0216301, 0.00794618, 0.00376991, 0.78125), vec4(0.0144609, 0.00317269, 0.00106399, 1.125), vec4(0.0100386, 0.000914679, 0.000275702, 1.53125), vec4(0.00317394, 0.000134823, 3.77269e-005, 2)); #endif //USE_17_SAMPLES #ifdef USE_11_SAMPLES const int kernel_size = 6; const vec2 kernel[kernel_size] = vec2[]( vec2(0.560479, 0.0), vec2(0.0771802, 0.08), vec2(0.0821904, 0.32), vec2(0.03639, 0.72), vec2(0.0192831, 1.28), vec2(0.00471691, 2.0)); const vec4 skin_kernel[kernel_size] = vec4[]( vec4(0.560479, 0.669086, 0.784728, 0), vec4(0.0771802, 0.113491, 0.0793803, 0.08), vec4(0.0821904, 0.0358608, 0.0209261, 0.32), vec4(0.03639, 0.0130999, 0.00643685, 0.72), vec4(0.0192831, 0.00282018, 0.00084214, 1.28), vec4(0.00471691, 0.000184771, 5.07565e-005, 2)); #endif //USE_11_SAMPLES layout(push_constant, binding = 1, std430) uniform Params { ivec2 screen_size; float camera_z_far; float camera_z_near; bool vertical; bool orthogonal; float unit_size; float scale; float depth_scale; uint pad[3]; } params; layout(set = 0, binding = 0) uniform sampler2D source_image; layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; layout(set = 2, binding = 0) uniform sampler2D source_depth; void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) { // Accumulate the other samples: for (int i = 1; i < kernel_size; i++) { // Fetch color and depth for current sample: vec2 offset = uv + kernel[i].y * step; vec4 color = texture(source_image, offset); if (abs(color.a) < 0.001) { break; //mix no more } vec3 w; if (p_skin) { //skin w = skin_kernel[i].rgb; } else { w = vec3(kernel[i].x); } color_accum += color.rgb * w; divisor += w; } } void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing return; } vec2 uv = (vec2(ssC) + 0.5) / vec2(params.screen_size); // Fetch color of current pixel: vec4 base_color = texture(source_image, uv); float strength = abs(base_color.a); if (strength > 0.0) { vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0); // Fetch linear depth of current pixel: float depth = texture(source_depth, uv).r * 2.0 - 1.0; float depth_scale; if (params.orthogonal) { depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; depth_scale = params.unit_size; //remember depth is negative by default in OpenGL } else { depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL } float scale = mix(params.scale, depth_scale, params.depth_scale); // Calculate the final step to fetch the surrounding pixels: vec2 step = scale * dir; step *= strength; step /= 3.0; // Accumulate the center sample: vec3 divisor; bool skin = bool(base_color.a < 0.0); if (skin) { //skin divisor = skin_kernel[0].rgb; } else { divisor = vec3(kernel[0].x); } vec3 color = base_color.rgb * divisor; do_filter(color, divisor, uv, step, skin); do_filter(color, divisor, uv, -step, skin); base_color.rgb = color / divisor; } imageStore(dest_image, ssC, base_color); }