46 lines
1.2 KiB
Text
46 lines
1.2 KiB
Text
|
#[compute]
|
||
|
|
||
|
#version 450
|
||
|
|
||
|
VERSION_DEFINES
|
||
|
|
||
|
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||
|
|
||
|
layout(push_constant, binding = 1, std430) uniform Params {
|
||
|
vec2 pixel_size;
|
||
|
float z_far;
|
||
|
float z_near;
|
||
|
ivec2 source_size;
|
||
|
bool orthogonal;
|
||
|
uint pad;
|
||
|
}
|
||
|
params;
|
||
|
|
||
|
#ifdef MINIFY_START
|
||
|
layout(set = 0, binding = 0) uniform sampler2D source_texture;
|
||
|
#else
|
||
|
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
|
||
|
#endif
|
||
|
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
|
||
|
|
||
|
void main() {
|
||
|
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
||
|
|
||
|
if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
#ifdef MINIFY_START
|
||
|
float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
|
||
|
if (params.orthogonal) {
|
||
|
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||
|
} else {
|
||
|
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||
|
}
|
||
|
#else
|
||
|
float depth = imageLoad(source_image, pos << 1).r;
|
||
|
#endif
|
||
|
|
||
|
imageStore(dest_image, pos, vec4(depth));
|
||
|
}
|