30 lines
906 B
GLSL
30 lines
906 B
GLSL
#version 450 core
|
|
#include "common.glsl"
|
|
// Depth-aware upsample of the AO buffer; output is multiplied into the HDR
|
|
// target by the blend unit (DST_COLOR, ZERO).
|
|
|
|
in vec2 vUV;
|
|
layout(binding = 0) uniform sampler2D uAo;
|
|
layout(binding = 1) uniform sampler2D uDepth;
|
|
uniform vec2 uAoTexel;
|
|
layout(location = 0) out vec4 fragColor;
|
|
|
|
void main() {
|
|
float raw = texture(uDepth, vUV).r;
|
|
if (raw >= 1.0) {
|
|
fragColor = vec4(1.0);
|
|
return;
|
|
}
|
|
float d0 = linearDepth(raw);
|
|
float sum = 0.0, wsum = 0.0;
|
|
for (int y = -1; y <= 1; ++y)
|
|
for (int x = -1; x <= 1; ++x) {
|
|
vec2 uv = vUV + vec2(x, y) * uAoTexel;
|
|
float d = linearDepth(texture(uDepth, uv).r);
|
|
float w = exp(-abs(d - d0) / (0.03 * d0 + 0.05));
|
|
sum += texture(uAo, uv).r * w;
|
|
wsum += w;
|
|
}
|
|
fragColor = vec4(vec3(sum / max(wsum, 1e-4)), 1.0);
|
|
}
|