Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
This commit is contained in:
parent
10a1ecaf7b
commit
cce75f1859
287 changed files with 11263 additions and 0 deletions
24
data/hlsl/ssao/blur.frag
Normal file
24
data/hlsl/ssao/blur.frag
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2D textureSSAO : register(t0);
|
||||
SamplerState samplerSSAO : register(s0);
|
||||
|
||||
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
const int blurRange = 2;
|
||||
int n = 0;
|
||||
int2 texDim;
|
||||
textureSSAO.GetDimensions(texDim.x, texDim.y);
|
||||
float2 texelSize = 1.0 / (float2)texDim;
|
||||
float result = 0.0;
|
||||
for (int x = -blurRange; x < blurRange; x++)
|
||||
{
|
||||
for (int y = -blurRange; y < blurRange; y++)
|
||||
{
|
||||
float2 offset = float2(float(x), float(y)) * texelSize;
|
||||
result += textureSSAO.Sample(samplerSSAO, inUV + offset).r;
|
||||
n++;
|
||||
}
|
||||
}
|
||||
return result / (float(n));
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue