in vec2 TexCoord; layout(location=0) out vec4 FragColor; layout(binding=0) uniform sampler2D AODepthTexture; #define KERNEL_RADIUS 3.0 float CrossBilateralWeight(float r, float sampleDepth, float centerDepth) { const float blurSigma = KERNEL_RADIUS * 0.5; const float blurFalloff = 1.0 / (2.0 * blurSigma * blurSigma); float deltaZ = (sampleDepth - centerDepth) * BlurSharpness; return exp2(-r * r * blurFalloff - deltaZ * deltaZ); } void ProcessSample(float ao, float z, float r, float centerDepth, inout float totalAO, inout float totalW) { float w = CrossBilateralWeight(r, z, centerDepth); totalAO += w * ao; totalW += w; } void ProcessRadius(vec2 deltaUV, float centerDepth, inout float totalAO, inout float totalW) { for (float r = 1; r <= KERNEL_RADIUS; r += 1.0) { vec2 uv = r * deltaUV + TexCoord; vec2 aoZ = texture(AODepthTexture, uv).xy; ProcessSample(aoZ.x, aoZ.y, r, centerDepth, totalAO, totalW); } } vec2 ComputeBlur(vec2 deltaUV) { vec2 aoZ = texture(AODepthTexture, TexCoord).xy; float totalAO = aoZ.x; float totalW = 1.0; ProcessRadius(deltaUV, aoZ.y, totalAO, totalW); ProcessRadius(-deltaUV, aoZ.y, totalAO, totalW); return vec2(totalAO / totalW, aoZ.y); } vec2 BlurX() { return ComputeBlur(vec2(InvFullResolution.x, 0.0)); } float BlurY() { return pow(clamp(ComputeBlur(vec2(0.0, InvFullResolution.y)).x, 0.0, 1.0), PowExponent); } void main() { #if defined(BLUR_HORIZONTAL) FragColor = vec4(BlurX(), 0.0, 1.0); #else FragColor = vec4(BlurY(), 0.0, 0.0, 1.0); #endif }