1// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html 2 3uniform sampler2D source; 4uniform sampler2D depth; 5uniform vec2 pixel; 6layout(r16f) volatile restrict writeonly uniform image2D dest; 7uniform float sigma = 5.; 8 9layout (local_size_x = 8, local_size_y = 8) in; 10 11shared float local_src[8 + 2 * 8][8]; 12shared float local_depth[8 + 2 * 8][8]; 13 14void main() 15{ 16 int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y); 17 ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y); 18 vec2 uv_m = (iuv - ivec2(8, 0)) * pixel; 19 vec2 uv = iuv * pixel; 20 vec2 uv_p = (iuv + ivec2(8, 0)) * pixel; 21 22 local_src[x][y] = texture(source, uv_m).x; 23 local_depth[x][y] = texture(depth, uv_m).x; 24 local_src[x + 8][y] = texture(source, uv).x; 25 local_depth[x + 8][y] = texture(depth, uv).x; 26 local_src[x + 16][y] = texture(source, uv_p).x; 27 local_depth[x + 16][y] = texture(depth, uv_p).x; 28 29 barrier(); 30 31 float g0, g1, g2; 32 g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma); 33 g1 = exp(-0.5 / (sigma * sigma)); 34 g2 = g1 * g1; 35 float sum = local_src[x + 8][y] * g0; 36 float pixel_depth = local_depth[x + 8][y]; 37 g0 *= g1; 38 g1 *= g2; 39 float tmp_weight, total_weight = g0; 40 for (int j = 1; j < 8; j++) { 41 tmp_weight = max(0.0, 1.0 - .001 * abs(local_depth[8 + x - j][y] - pixel_depth)); 42 total_weight += g0 * tmp_weight; 43 sum += local_src[8 + x - j][y] * g0 * tmp_weight; 44 tmp_weight = max(0.0, 1.0 - .001 * abs(local_depth[8 + x + j][y] - pixel_depth)); 45 total_weight += g0 * tmp_weight; 46 sum += local_src[8 + x + j][y] * g0 * tmp_weight; 47 g0 *= g1; 48 g1 *= g2; 49 } 50 imageStore(dest, iuv, vec4(sum / total_weight)); 51} 52 53