SHADE_Y3/Assets/Shaders/SSAO_CS.glsl

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#version 450
uint const NUM_SAMPLES = 64;
uint const NUM_ROTATIONS = 16;
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
layout(set = 4, binding = 2, rgba32f) uniform image2D outputImage;
// SSAO data
layout(std430, set = 5, binding = 0) buffer SSAOData
{
vec3 samples[NUM_SAMPLES];
vec3 rotations[NUM_ROTATIONS];
} ssaoData;
void main()
{
// store result into result image
imageStore(outputImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
}