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311 行
16 KiB
311 行
16 KiB
#define VSM 0
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#define EVSM_2 1
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#define EVSM_4 2
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#define MSM 3
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#define THREADS 16
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#define MAX_BLUR_SIZE (THREADS+1)
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#pragma kernel main_VSM_3 KERNEL_MAIN=main_VSM_3 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=1 BLUR_SIZE=3
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#pragma kernel main_VSM_5 KERNEL_MAIN=main_VSM_5 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=1 BLUR_SIZE=5
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#pragma kernel main_VSM_7 KERNEL_MAIN=main_VSM_7 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=1 BLUR_SIZE=7
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#pragma kernel main_VSM_9 KERNEL_MAIN=main_VSM_9 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=1 BLUR_SIZE=9
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#pragma kernel main_VSM_11 KERNEL_MAIN=main_VSM_11 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=1 BLUR_SIZE=11
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#pragma kernel main_VSM_13 KERNEL_MAIN=main_VSM_13 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=1 BLUR_SIZE=13
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#pragma kernel main_VSM_15 KERNEL_MAIN=main_VSM_15 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=1 BLUR_SIZE=15
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#pragma kernel main_VSM_17 KERNEL_MAIN=main_VSM_17 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=1 BLUR_SIZE=17
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#pragma kernel main_EVSM_2_3 KERNEL_MAIN=main_EVSM_2_3 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=1 BLUR_SIZE=3
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#pragma kernel main_EVSM_2_5 KERNEL_MAIN=main_EVSM_2_5 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=1 BLUR_SIZE=5
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#pragma kernel main_EVSM_2_7 KERNEL_MAIN=main_EVSM_2_7 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=1 BLUR_SIZE=7
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#pragma kernel main_EVSM_2_9 KERNEL_MAIN=main_EVSM_2_9 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=1 BLUR_SIZE=9
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#pragma kernel main_EVSM_2_11 KERNEL_MAIN=main_EVSM_2_11 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=1 BLUR_SIZE=11
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#pragma kernel main_EVSM_2_13 KERNEL_MAIN=main_EVSM_2_13 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=1 BLUR_SIZE=13
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#pragma kernel main_EVSM_2_15 KERNEL_MAIN=main_EVSM_2_15 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=1 BLUR_SIZE=15
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#pragma kernel main_EVSM_2_17 KERNEL_MAIN=main_EVSM_2_17 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=1 BLUR_SIZE=17
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#pragma kernel main_EVSM_4_3 KERNEL_MAIN=main_EVSM_4_3 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=1 BLUR_SIZE=3
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#pragma kernel main_EVSM_4_5 KERNEL_MAIN=main_EVSM_4_5 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=1 BLUR_SIZE=5
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#pragma kernel main_EVSM_4_7 KERNEL_MAIN=main_EVSM_4_7 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=1 BLUR_SIZE=7
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#pragma kernel main_EVSM_4_9 KERNEL_MAIN=main_EVSM_4_9 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=1 BLUR_SIZE=9
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#pragma kernel main_EVSM_4_11 KERNEL_MAIN=main_EVSM_4_11 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=1 BLUR_SIZE=11
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#pragma kernel main_EVSM_4_13 KERNEL_MAIN=main_EVSM_4_13 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=1 BLUR_SIZE=13
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#pragma kernel main_EVSM_4_15 KERNEL_MAIN=main_EVSM_4_15 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=1 BLUR_SIZE=15
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#pragma kernel main_EVSM_4_17 KERNEL_MAIN=main_EVSM_4_17 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=1 BLUR_SIZE=17
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#pragma kernel main_MSM_3 KERNEL_MAIN=main_MSM_3 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=3
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#pragma kernel main_MSM_5 KERNEL_MAIN=main_MSM_5 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=5
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#pragma kernel main_MSM_7 KERNEL_MAIN=main_MSM_7 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=7
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#pragma kernel main_MSM_9 KERNEL_MAIN=main_MSM_9 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=9
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#pragma kernel main_MSM_11 KERNEL_MAIN=main_MSM_11 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=11
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#pragma kernel main_MSM_13 KERNEL_MAIN=main_MSM_13 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=13
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#pragma kernel main_MSM_15 KERNEL_MAIN=main_MSM_15 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=15
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#pragma kernel main_MSM_17 KERNEL_MAIN=main_MSM_17 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=17
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#pragma kernel main_MSAA_VSM_3 KERNEL_MAIN=main_MSAA_VSM_3 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=8 BLUR_SIZE=3
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#pragma kernel main_MSAA_VSM_5 KERNEL_MAIN=main_MSAA_VSM_5 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=8 BLUR_SIZE=5
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#pragma kernel main_MSAA_VSM_7 KERNEL_MAIN=main_MSAA_VSM_7 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=8 BLUR_SIZE=7
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#pragma kernel main_MSAA_VSM_9 KERNEL_MAIN=main_MSAA_VSM_9 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=8 BLUR_SIZE=9
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#pragma kernel main_MSAA_VSM_11 KERNEL_MAIN=main_MSAA_VSM_11 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=8 BLUR_SIZE=11
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#pragma kernel main_MSAA_VSM_13 KERNEL_MAIN=main_MSAA_VSM_13 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=8 BLUR_SIZE=13
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#pragma kernel main_MSAA_VSM_15 KERNEL_MAIN=main_MSAA_VSM_15 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=8 BLUR_SIZE=15
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#pragma kernel main_MSAA_VSM_17 KERNEL_MAIN=main_MSAA_VSM_17 SHADOW_MOMENT_ALGORITHM=VSM MAX_MSAA=8 BLUR_SIZE=17
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#pragma kernel main_MSAA_EVSM_2_3 KERNEL_MAIN=main_MSAA_EVSM_2_3 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=8 BLUR_SIZE=3
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#pragma kernel main_MSAA_EVSM_2_5 KERNEL_MAIN=main_MSAA_EVSM_2_5 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=8 BLUR_SIZE=5
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#pragma kernel main_MSAA_EVSM_2_7 KERNEL_MAIN=main_MSAA_EVSM_2_7 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=8 BLUR_SIZE=7
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#pragma kernel main_MSAA_EVSM_2_9 KERNEL_MAIN=main_MSAA_EVSM_2_9 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=8 BLUR_SIZE=9
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#pragma kernel main_MSAA_EVSM_2_11 KERNEL_MAIN=main_MSAA_EVSM_2_11 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=8 BLUR_SIZE=11
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#pragma kernel main_MSAA_EVSM_2_13 KERNEL_MAIN=main_MSAA_EVSM_2_13 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=8 BLUR_SIZE=13
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#pragma kernel main_MSAA_EVSM_2_15 KERNEL_MAIN=main_MSAA_EVSM_2_15 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=8 BLUR_SIZE=15
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#pragma kernel main_MSAA_EVSM_2_17 KERNEL_MAIN=main_MSAA_EVSM_2_17 SHADOW_MOMENT_ALGORITHM=EVSM_2 MAX_MSAA=8 BLUR_SIZE=17
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#pragma kernel main_MSAA_EVSM_4_3 KERNEL_MAIN=main_MSAA_EVSM_4_3 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=8 BLUR_SIZE=3
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#pragma kernel main_MSAA_EVSM_4_5 KERNEL_MAIN=main_MSAA_EVSM_4_5 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=8 BLUR_SIZE=5
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#pragma kernel main_MSAA_EVSM_4_7 KERNEL_MAIN=main_MSAA_EVSM_4_7 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=8 BLUR_SIZE=7
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#pragma kernel main_MSAA_EVSM_4_9 KERNEL_MAIN=main_MSAA_EVSM_4_9 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=8 BLUR_SIZE=9
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#pragma kernel main_MSAA_EVSM_4_11 KERNEL_MAIN=main_MSAA_EVSM_4_11 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=8 BLUR_SIZE=11
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#pragma kernel main_MSAA_EVSM_4_13 KERNEL_MAIN=main_MSAA_EVSM_4_13 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=8 BLUR_SIZE=13
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#pragma kernel main_MSAA_EVSM_4_15 KERNEL_MAIN=main_MSAA_EVSM_4_15 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=8 BLUR_SIZE=15
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#pragma kernel main_MSAA_EVSM_4_17 KERNEL_MAIN=main_MSAA_EVSM_4_17 SHADOW_MOMENT_ALGORITHM=EVSM_4 MAX_MSAA=8 BLUR_SIZE=17
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#pragma kernel main_MSAA_MSM_3 KERNEL_MAIN=main_MSAA_MSM_3 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=8 BLUR_SIZE=3
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#pragma kernel main_MSAA_MSM_5 KERNEL_MAIN=main_MSAA_MSM_5 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=8 BLUR_SIZE=5
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#pragma kernel main_MSAA_MSM_7 KERNEL_MAIN=main_MSAA_MSM_7 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=8 BLUR_SIZE=7
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#pragma kernel main_MSAA_MSM_9 KERNEL_MAIN=main_MSAA_MSM_9 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=8 BLUR_SIZE=9
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#pragma kernel main_MSAA_MSM_11 KERNEL_MAIN=main_MSAA_MSM_11 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=8 BLUR_SIZE=11
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#pragma kernel main_MSAA_MSM_13 KERNEL_MAIN=main_MSAA_MSM_13 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=8 BLUR_SIZE=13
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#pragma kernel main_MSAA_MSM_15 KERNEL_MAIN=main_MSAA_MSM_15 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=8 BLUR_SIZE=15
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#pragma kernel main_MSAA_MSM_17 KERNEL_MAIN=main_MSAA_MSM_17 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=8 BLUR_SIZE=17
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/Shadow/ShadowMoments.hlsl"
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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#if MAX_MSAA > 1
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Texture2DMS<float> depthTex;
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#else
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Texture2D<float> depthTex;
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#endif
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uniform uint4 srcRect; // .xy = offset, .zw = width/height
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uniform uint4 dstRect; // .xy = offset, .z = array slice , .w = Flags: 1 := 16bpp, 2 := 2 channels pp, 4:= reversed z
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uniform float4 blurWeightsStorage[3]; // Unity expects float arrays to be tightly packed
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static float blurWeights[12] = (float[12])blurWeightsStorage;
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static const int kBits_16 = 1; // 16 bits per channel
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static const int kChannels_2 = 2; // 2 channels per pixel
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static const int kReversed_z = 4; // depth buffer contains reversed z
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#if (SHADOW_MOMENT_ALGORITHM == VSM)
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# define SHADOW_MOMENTS 2
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float2 DepthToMoments( float depth )
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{
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return float2( depth, depth * depth );
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}
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#elif SHADOW_MOMENT_ALGORITHM == EVSM_2
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# define SHADOW_MOMENTS 2
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uniform float evsmExponent;
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float2 DepthToMoments( float depth )
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{
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float2 moments = ShadowMoments_WarpDepth( depth, evsmExponent.xx );
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return float2( moments.x, moments.x * moments.x );
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}
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#elif SHADOW_MOMENT_ALGORITHM == EVSM_4
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# define SHADOW_MOMENTS 4
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uniform float2 evsmExponents;
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float4 DepthToMoments( float depth )
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{
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float2 moments = ShadowMoments_WarpDepth( depth, evsmExponents );
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return float4( moments.xy, moments.xy * moments.xy );
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}
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#elif SHADOW_MOMENT_ALGORITHM == MSM
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# define SHADOW_MOMENTS 4
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float4 DepthToMoments( float depth )
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{
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if( (dstRect.w & kBits_16) != 0 )
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return ShadowMoments_Encode16MSM( depth );
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else
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{
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float dsq = depth * depth;
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return float4( depth, dsq, depth * dsq, dsq * dsq );
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}
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}
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#else
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# error "No valid shadow moment algorithm has been set to the define SHADOW_MOMENT_ALGORITHM."
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#endif
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#define BLUR_BORDER (BLUR_SIZE / 2)
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#define LDS_STRIDE (THREADS + BLUR_BORDER + BLUR_BORDER)
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#define moment_t MERGE_NAME( float, SHADOW_MOMENTS )
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RWTexture2DArray<moment_t> outputTex;
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groupshared float moments1[THREADS * LDS_STRIDE]; // contains the blurred first moment
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groupshared float moments2[THREADS * LDS_STRIDE]; // contains the blurred second moment
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groupshared float moments3[THREADS * LDS_STRIDE]; // contains the blurred third moment
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groupshared float moments4[THREADS * LDS_STRIDE]; // contains the blurred fourth moment
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groupshared float sampleWeights[MAX_MSAA];
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groupshared float sumWeights;
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int getLDSIdx( int2 pos, int stride )
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{
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// interleave two consecutive rows to avoid bank conflicts
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return (pos.y >> 1) * (stride << 1) + (pos.x << 1) + (pos.y & 1);
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}
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void writeToShared( moment_t val, int2 pos, int stride )
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{
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int idx = getLDSIdx( pos, stride );
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moments1[idx] = val.x;
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moments2[idx] = val.y;
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#if SHADOW_MOMENTS == 4
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moments3[idx] = val.z;
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moments4[idx] = val.w;
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#endif
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}
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moment_t readFromShared( int2 pos, int stride )
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{
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int idx = getLDSIdx( pos, stride );
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moment_t res;
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res.x = moments1[idx];
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res.y = moments2[idx];
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#if SHADOW_MOMENTS == 4
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res.z = moments3[idx];
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res.w = moments4[idx];
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#endif
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return res;
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}
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[numthreads( THREADS, THREADS, 1 )]
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void KERNEL_MAIN( uint3 dispatchId : SV_DispatchThreadID, uint3 groupThreadId : SV_GroupThreadID )
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{
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#if MAX_MSAA > 1
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uint width, height, sampleCnt;
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depthTex.GetDimensions( width, height, sampleCnt );
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sampleCnt = clamp( sampleCnt, 2, MAX_MSAA );
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float sampleCntRcp = 1.0 / sampleCnt;
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// calculate weights based on sample positions
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if( groupThreadId.x < sampleCnt )
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{
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float2 spos = depthTex.GetSamplePosition( groupThreadId.x );
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sampleWeights[groupThreadId.x] = sampleCntRcp;
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}
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if( groupThreadId.x == 0 )
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{
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float sum = 0.0;
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for( uint i = 0; i < sampleCnt; i++ )
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sum += sampleWeights[i];
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sumWeights = 1.0 / sum;
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}
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#endif
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// load moments into LDS
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// each workgroup works on THREADS * THREADS tiles, but the blur filter requires
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// us to fetch enough data around the border of the current tile.
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// We assume that the blur filter's support does not exceed THREADS, so we fetch
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// the data in 4 blocks.
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const bool reverse_z = (dstRect.w & kReversed_z) != 0;
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const int blurBorder = BLUR_BORDER;
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const int2 validSrc = (int2) (srcRect.xy + srcRect.zw - 1);
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int2 srcIdx = ((int2) dispatchId.xy) - blurBorder.xx + (int2) srcRect.xy;
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int2 ldsIdx = (int2) groupThreadId.xy;
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moment_t hblurredMoments[2];
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UNITY_UNROLL
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for( int ih = 0; ih < 2; ih++ )
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{
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UNITY_UNROLL
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for( int iw = 0; iw < 2; iw++ )
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{
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if( ldsIdx.x < LDS_STRIDE )
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{
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#if MAX_MSAA > 1
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moment_t avgMoments = 0.0;
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UNITY_LOOP
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for( uint is = 0; is < sampleCnt; is++ )
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{
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float depth = depthTex.Load( min( srcIdx, validSrc ), is ).x;
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depth = reverse_z ? (1.0 - depth) : depth;
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# if SHADOW_MOMENT_ALGORITHM == MSM
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// We're pancaking triangles to znear in the depth pass so depth and subsequently all moments can end up being zero.
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// The solver ShadowMoments_SolveMSM then ends up calculating infinities and nands, which produces different results
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// on different vendors' GPUs. So we're adding a small safety margin here.
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depth = clamp( depth, 0.001, 0.999 );
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# endif
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avgMoments += sampleWeights[is] * DepthToMoments( depth );
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}
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avgMoments *= sumWeights;
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writeToShared( avgMoments, int2( ldsIdx.x, groupThreadId.y ), LDS_STRIDE );
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#else
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float depth = depthTex.Load( int3( min( srcIdx, validSrc ), 0 ) ).x;
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depth = reverse_z ? (1.0 - depth) : depth;
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# if SHADOW_MOMENT_ALGORITHM == MSM
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// We're pancaking triangles to znear in the depth pass so depth and subsequently all moments can end up being zero.
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// The solver ShadowMoments_SolveMSM then ends up calculating infinities and nands, which produces different results
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// on different vendors' GPUs. So we're adding a small safety margin here.
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depth = clamp( depth, 0.001, 0.999 );
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# endif
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writeToShared( DepthToMoments( depth ), int2( ldsIdx.x, groupThreadId.y ), LDS_STRIDE );
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#endif
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ldsIdx.x += THREADS;
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srcIdx.x += THREADS;
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}
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}
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GroupMemoryBarrierWithGroupSync();
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hblurredMoments[ih] = 0;
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int2 idx = { groupThreadId.x + blurBorder, groupThreadId.y };
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UNITY_LOOP
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for( int blurOffset = -blurBorder; blurOffset <= blurBorder; blurOffset++ )
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{
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hblurredMoments[ih] += readFromShared( int2( idx.x + blurOffset, idx.y ), LDS_STRIDE ) * blurWeights[abs( blurOffset )];
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}
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GroupMemoryBarrierWithGroupSync();
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ldsIdx.x = groupThreadId.x;
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srcIdx.x = (int) dispatchId.x - blurBorder + srcRect.x;
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srcIdx.y += THREADS;
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}
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// update LDS with horizontally blurred values
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writeToShared( hblurredMoments[0], (int2) groupThreadId.xy, THREADS );
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if( (groupThreadId.y + THREADS) < LDS_STRIDE )
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writeToShared( hblurredMoments[1], int2( groupThreadId.x, groupThreadId.y + THREADS ), THREADS );
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// sync threads
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GroupMemoryBarrierWithGroupSync();
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// second pass blurs vertically
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ldsIdx = (int2) groupThreadId.xy + int2( 0, blurBorder );
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moment_t vblurredMoment = 0.0;
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UNITY_UNROLL
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for( int blurOffset = -blurBorder; blurOffset <= blurBorder; blurOffset++ )
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{
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vblurredMoment += readFromShared( int2( ldsIdx.x, ldsIdx.y + blurOffset ), THREADS ) * blurWeights[abs(blurOffset)];
|
|
}
|
|
|
|
// and write out the result
|
|
if( all( dispatchId.xy < srcRect.zw ) )
|
|
{
|
|
dispatchId.xy += dstRect.xy;
|
|
dispatchId.z = dstRect.z;
|
|
outputTex[dispatchId] = vblurredMoment;
|
|
}
|
|
}
|