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hbao_reinterleave.frag.glsl
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hbao_reinterleave.frag.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
#ifndef AO_BLUR
#define AO_BLUR 1
#endif
layout(binding=0) uniform sampler2DArray texResultsArray;
layout(location=0,index=0) out vec4 out_Color;
//----------------------------------------------------------------------------------
void main() {
ivec2 FullResPos = ivec2(gl_FragCoord.xy);
ivec2 Offset = FullResPos & 3;
int SliceId = Offset.y * 4 + Offset.x;
ivec2 QuarterResPos = FullResPos >> 2;
#if AO_BLUR
out_Color = vec4(texelFetch( texResultsArray, ivec3(QuarterResPos, SliceId), 0).xy,0,0);
#else
out_Color = vec4(texelFetch( texResultsArray, ivec3(QuarterResPos, SliceId), 0).x);
#endif
}