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											2020-05-18 10:56:22 +02:00
										 |  |  | #[compute] | 
					
						
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											2020-04-03 23:42:26 -03:00
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							|  |  |  | #version 450 | 
					
						
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							|  |  |  | VERSION_DEFINES | 
					
						
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							|  |  |  | layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; | 
					
						
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							|  |  |  | #ifdef USE_25_SAMPLES | 
					
						
							|  |  |  | const int kernel_size = 13; | 
					
						
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							|  |  |  | 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)); | 
					
						
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							|  |  |  | 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)); | 
					
						
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							|  |  |  | #endif //USE_25_SAMPLES | 
					
						
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							|  |  |  | #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)); | 
					
						
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							|  |  |  | 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 | 
					
						
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							|  |  |  | #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)); | 
					
						
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							|  |  |  | const vec4 skin_kernel[kernel_size] = vec4[]( | 
					
						
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							|  |  |  | 		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)); | 
					
						
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							|  |  |  | #endif //USE_11_SAMPLES | 
					
						
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							|  |  |  | layout(push_constant, binding = 1, std430) uniform Params { | 
					
						
							|  |  |  | 	ivec2 screen_size; | 
					
						
							|  |  |  | 	float camera_z_far; | 
					
						
							|  |  |  | 	float camera_z_near; | 
					
						
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							|  |  |  | 	bool vertical; | 
					
						
							|  |  |  | 	bool orthogonal; | 
					
						
							|  |  |  | 	float unit_size; | 
					
						
							|  |  |  | 	float scale; | 
					
						
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							|  |  |  | 	float depth_scale; | 
					
						
							|  |  |  | 	uint pad[3]; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | params; | 
					
						
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							|  |  |  | 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; | 
					
						
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							|  |  |  | 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); | 
					
						
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							|  |  |  | 		if (abs(color.a) < 0.001) { | 
					
						
							|  |  |  | 			break; //mix no more | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		vec3 w; | 
					
						
							|  |  |  | 		if (p_skin) { | 
					
						
							|  |  |  | 			//skin | 
					
						
							|  |  |  | 			w = skin_kernel[i].rgb; | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			w = vec3(kernel[i].x); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		color_accum += color.rgb * w; | 
					
						
							|  |  |  | 		divisor += w; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void main() { | 
					
						
							|  |  |  | 	// Pixel being shaded | 
					
						
							|  |  |  | 	ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); | 
					
						
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										 |  |  | 	if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing | 
					
						
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										 |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	vec2 uv = (vec2(ssC) + 0.5) / vec2(params.screen_size); | 
					
						
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							|  |  |  | 	// Fetch color of current pixel: | 
					
						
							|  |  |  | 	vec4 base_color = texture(source_image, uv); | 
					
						
							|  |  |  | 	float strength = abs(base_color.a); | 
					
						
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							|  |  |  | 	if (strength > 0.0) { | 
					
						
							|  |  |  | 		vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0); | 
					
						
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							|  |  |  | 		// Fetch linear depth of current pixel: | 
					
						
							|  |  |  | 		float depth = texture(source_depth, uv).r * 2.0 - 1.0; | 
					
						
							|  |  |  | 		float depth_scale; | 
					
						
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							|  |  |  | 		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 | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		float scale = mix(params.scale, depth_scale, params.depth_scale); | 
					
						
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							|  |  |  | 		// Calculate the final step to fetch the surrounding pixels: | 
					
						
							|  |  |  | 		vec2 step = scale * dir; | 
					
						
							|  |  |  | 		step *= strength; | 
					
						
							|  |  |  | 		step /= 3.0; | 
					
						
							|  |  |  | 		// Accumulate the center sample: | 
					
						
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							|  |  |  | 		vec3 divisor; | 
					
						
							|  |  |  | 		bool skin = bool(base_color.a < 0.0); | 
					
						
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							|  |  |  | 		if (skin) { | 
					
						
							|  |  |  | 			//skin | 
					
						
							|  |  |  | 			divisor = skin_kernel[0].rgb; | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			divisor = vec3(kernel[0].x); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		vec3 color = base_color.rgb * divisor; | 
					
						
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							|  |  |  | 		do_filter(color, divisor, uv, step, skin); | 
					
						
							|  |  |  | 		do_filter(color, divisor, uv, -step, skin); | 
					
						
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							|  |  |  | 		base_color.rgb = color / divisor; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	imageStore(dest_image, ssC, base_color); | 
					
						
							|  |  |  | } |