30 lines
874 B
GLSL
30 lines
874 B
GLSL
#version 450
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#pragma shader_stage(compute)
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//#extension GL_EXT_nonuniform_qualifier : enable
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layout (constant_id = 0) const uint MIPS = 6;
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layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#define COMPUTE 1
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#include "../../common/macros.h"
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#include "../../common/structs.h"
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layout( push_constant ) uniform PushBlock {
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uint _;
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uint pass;
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} PushConstant;
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layout (binding = 3) uniform sampler2D inImage[MIPS];
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layout (binding = 4, r32f) uniform volatile coherent image2D outImage[MIPS];
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void main() {
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vec2 imageSize = imageSize(outImage[PushConstant.pass]);
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uvec2 pos = gl_GlobalInvocationID.xy;
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if ( pos.x >= imageSize.x || pos.y >= imageSize.y ) return;
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float depth = texture(inImage[PushConstant.pass], (vec2(pos) + vec2(0.5)) / imageSize).x;
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imageStore(outImage[PushConstant.pass], ivec2(pos), vec4(depth));
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} |