1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
|
#[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);
}
|