gamescope/src/shaders/cs_gaussian_blur_horizontal.comp
2023-10-25 04:06:48 +01:00

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#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
#extension GL_EXT_scalar_block_layout : require
#include "descriptor_set.h"
layout(
local_size_x = 8,
local_size_y = 8,
local_size_z = 1) in;
layout(binding = 0, scalar)
uniform layers_t {
vec2 u_scale[VKR_MAX_LAYERS];
vec2 u_offset[VKR_MAX_LAYERS];
float u_opacity[VKR_MAX_LAYERS];
mat3x4 u_ctm[VKR_MAX_LAYERS];
uint u_borderMask;
uint u_frameId;
uint u_blur_radius;
uint8_t u_shaderFilter[VKR_MAX_LAYERS];
uint8_t u_padding[2];
// hdr
float u_linearToNits;
float u_nitsToLinear;
float u_itmSdrNits;
float u_itmTargetNits;
};
#include "composite.h"
#include "blur.h"
void main()
{
uvec2 coord = uvec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
vec2 pos = coord;
vec3 outputValue = vec3(0);
if (c_layerCount > 0) {
if ((c_ycbcrMask & 1) != 0)
outputValue = gaussian_blur(s_ycbcr_samplers[0], 0, pos, u_blur_radius, false, false).rgb * u_opacity[0];
else
outputValue = gaussian_blur(s_samplers[0], 0, pos, u_blur_radius, false, true).rgb * u_opacity[0];
}
for (int i = 1; i < c_layerCount; i++) {
vec4 layerColor;
// YCBCR technically has incorrect blending here but... meh.
if ((c_ycbcrMask & (1 << i)) != 0)
layerColor = srgbToLinear(gaussian_blur(s_ycbcr_samplers[i], i, pos, u_blur_radius, false, false));
else
layerColor = gaussian_blur(s_samplers[i], i, pos, u_blur_radius, false, true);
float opacity = u_opacity[i];
float layerAlpha = opacity * layerColor.a;
outputValue = layerColor.rgb * opacity + outputValue * (1.0f - layerAlpha);
}
uint colorspace = get_layer_colorspace(0);
outputValue = colorspace_plane_regamma_tf(outputValue, colorspace);
imageStore(dst, ivec2(coord), vec4(outputValue, 0));
}