engine/bin/data/shaders/display/depth-pyramid/comp.glsl

35 lines
940 B
GLSL

#version 450
#pragma shader_stage(compute)
//#extension GL_EXT_nonuniform_qualifier : enable
layout (constant_id = 0) const uint MIPS = 6;
layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define COMPUTE 1
#include "../../common/macros.h"
#include "../../common/structs.h"
layout( push_constant ) uniform PushBlock {
uint _;
uint pass;
} PushConstant;
layout (binding = 0) uniform sampler2D samplerDepth;
layout (binding = 1) uniform sampler2D inImage[MIPS];
layout (binding = 2, r32f) uniform writeonly image2D outImage[MIPS];
void main() {
int mip = int(PushConstant.pass);
float depth;
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if ( mip == 0 ) {
depth = texelFetch(samplerDepth, pos, 0).r;
} else {
depth = texture(inImage[mip - 1], (vec2(gl_GlobalInvocationID.xy) + vec2(0.5)) / imageSize( outImage[mip] )).x;
}
imageStore(outImage[mip], pos, vec4(depth));
}