Draft decomposite/reconstruction shaders
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image-decomposite.comp
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93
image-decomposite.comp
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#define WORKGROUP_SIZE 32
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layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in;
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layout (constant_id = 0) const float width = 1920;
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layout (constant_id = 1) const float height = 1080;
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const vec2 in_res = vec2(width,height);
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layout (binding = 0, r8) uniform image2D resultImage;
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layout (binding = 1, rg8) uniform image2D resultImage2;
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layout (binding = 2, rgba8) uniform image2D reconstructionImage;
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layout (binding = 3) uniform UBO
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{
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float frameNum;
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};
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vec4 samplef(float x0, float y0)
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{
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float x = float(x0) / width;
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float y = float(y0) / height;
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/*
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What follows is code for rendering the mandelbrot set.
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*/
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vec2 uv = vec2(x,y);
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float n = 0.0;
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vec2 c = vec2(frameNum / 1000,0.1);//vec2(-.445, 0.0) + (uv - 0.5)*(2.0+ 1.7*0.2 ),
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vec2 z = vec2(-.445, 0.0) + (uv - 0.5)*(2.0+ 1.7*0.2 );//,//vec2(0.0);
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const int M =128;
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for (int i = 0; i<M; i++)
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{
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z = vec2(z.x*z.x - z.y*z.y, 2.*z.x*z.y) + c;
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if (dot(z, z) > 2) break;
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n++;
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}
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// we use a simple cosine palette to determine color:
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// http://iquilezles.org/www/articles/palettes/palettes.htm
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float t = float(n) / float(M);
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vec3 d = vec3(0.3, 0.3 ,0.5);
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vec3 e = vec3(-0.2, -0.3 ,-0.5);
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vec3 f = vec3(2.1, 2.0, 3.0);
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vec3 g = vec3(0.0, 0.1, 0.0);
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return vec4( d + e*cos( 6.28318*(f*t+g) ) ,1.0);
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}
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void main() {
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/*
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In order to fit the work into workgroups, some unnecessary threads are launched.
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We terminate those threads here.
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*/
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if(gl_GlobalInvocationID.x >= width || gl_GlobalInvocationID.y >= height)
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return;
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vec4 cl = vec4(0,0,0,0);
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for(int i = 0; i < 2; i++)
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for(int j = 0; j < 2; j++)
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{
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vec4 r1 = samplef(gl_GlobalInvocationID.x * 4 + i, gl_GlobalInvocationID.y * 4 + j);
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vec4 r2 = samplef(gl_GlobalInvocationID.x * 4 + i + 1, gl_GlobalInvocationID.y * 4 + j);
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vec4 r3 = samplef(gl_GlobalInvocationID.x * 4 + i, gl_GlobalInvocationID.y * 4 + j + 1);
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vec4 r4 = samplef(gl_GlobalInvocationID.x * 4 + i + 1, gl_GlobalInvocationID.y * 4 + j + 1);
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float cy1 = r1.r * 0.2126 + r1.g * 0.7152 + r1.b * 0.0722;
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float cy2 = r2.r * 0.2126 + r2.g * 0.7152 + r2.b * 0.0722;
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float cy3 = r3.r * 0.2126 + r3.g * 0.7152 + r3.b * 0.0722;
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float cy4 = r4.r * 0.2126 + r4.g * 0.7152 + r4.b * 0.0722;
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float ca = cy1 + cy2;
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float cb = cy1 - cy2;
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float cc = cy3 + cy4;
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float cd = cy3 - cy4;
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float ca1 = ca + cc;
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float cb1 = ca - cc;
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float cc1 = cb + cd;
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float cd1 = cb - cd;
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2 + i, gl_GlobalInvocationID.y * 2 + j), vec4(ca1/4,0,0,0));
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imageStore(reconstructionImage, ivec2(gl_GlobalInvocationID.x * 2 + i, gl_GlobalInvocationID.y * 2 + j), vec4(cb1/ 4 + 0.5,cc1/4 + 0.5,cd1/4 + 0.5,1));
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// if(i == 0 && j == 0)
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// cl = r;
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cl += r1 + r2 + r3 + r4;
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}
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cl = cl / 16;
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vec2 cuv = vec2(0.5 + cl.r * -0.1146 + cl.g * -0.3854 + cl.b * 0.5, 0.5 + cl.r * 0.5 + cl.g * -0.4542 + cl.b * -0.0458);
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// store the rendered mandelbrot set into a storage buffer:
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imageStore(resultImage2, ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y), vec4(cuv,0,0));
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}
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reconstruction.comp
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reconstruction.comp
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#define WORKGROUP_SIZE 32
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layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in;
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layout (binding = 0) uniform sampler2D ycbcrSampler;
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// todo: should it be sampler?
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layout (binding = 1, rgba8) uniform image2D inputImage;
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layout (binding = 2, rgba8) uniform image2D resultImage;
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layout (constant_id = 0) const float width = 1920;
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layout (constant_id = 1) const float height = 1080;
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const vec2 in_res = vec2(width,height);
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vec4 convertYuv(float y, float u, float v)
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{
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return vec4(y + 1.403*v, y - 0.344*u - 0.714*v, y + 1.770*u,1);
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}
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void main()
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{
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vec2 uv = vec2(gl_GlobalInvocationID.xy)/in_res;
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vec3 yuv = texture(ycbcrSampler,uv).xyz;
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vec3 rec = vec3(imageLoad(inputImage, ivec2(gl_GlobalInvocationID.xy)).xyz);
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float ca1 = yuv.y;
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float cb1 = rec.x - 0.5;
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float cc1 = rec.y - 0.5;
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float cd1 = rec.z - 0.5;
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float ca = ca1 + cb1;
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float cb = cc1 + cd1;
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float cc = ca1 - cb1;
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float cd = cc1 - cd1;
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float y1 = ca + cb;
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float y2 = ca - cb;
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float y3 = cc + cd;
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float y4 = cc - cd;
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2, gl_GlobalInvocationID.y * 2), convertYuv(y1, yuv.z, yuv.x));
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2 + 1, gl_GlobalInvocationID.y * 2), convertYuv(y2, yuv.z, yuv.x));
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2, gl_GlobalInvocationID.y * 2 + 1), convertYuv(y3, yuv.z, yuv.x));
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2 + 1 , gl_GlobalInvocationID.y * 2 + 1), convertYuv(y4, yuv.z, yuv.x));
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}
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