8#import bevy_render::view::View 10@group(0) @binding(0) var input_depth: texture_depth_2d; 11@group(0) @binding(1) var preprocessed_depth_mip0: texture_storage_2d<r16float, write>; 12@group(0) @binding(2) var preprocessed_depth_mip1: texture_storage_2d<r16float, write>; 13@group(0) @binding(3) var preprocessed_depth_mip2: texture_storage_2d<r16float, write>; 14@group(0) @binding(4) var preprocessed_depth_mip3: texture_storage_2d<r16float, write>; 15@group(0) @binding(5) var preprocessed_depth_mip4: texture_storage_2d<r16float, write>; 16@group(1) @binding(0) var point_clamp_sampler: sampler; 17@group(1) @binding(1) var linear_clamp_sampler: sampler; 18@group(1) @binding(2) var<uniform> view: View; 22fn weighted_average(depth0: f32, depth1: f32, depth2: f32, depth3: f32) -> f32 { 23 let depth_range_scale_factor = 0.75; 24 let effect_radius = depth_range_scale_factor * 0.5 * 1.457; 25 let falloff_range = 0.615 * effect_radius; 26 let falloff_from = effect_radius * (1.0 - 0.615); 27 let falloff_mul = -1.0 / falloff_range; 28 let falloff_add = falloff_from / falloff_range + 1.0; 30 let min_depth = min(min(depth0, depth1), min(depth2, depth3)); 31 let weight0 = saturate((depth0 - min_depth) * falloff_mul + falloff_add); 32 let weight1 = saturate((depth1 - min_depth) * falloff_mul + falloff_add); 33 let weight2 = saturate((depth2 - min_depth) * falloff_mul + falloff_add); 34 let weight3 = saturate((depth3 - min_depth) * falloff_mul + falloff_add); 35 let weight_total = weight0 + weight1 + weight2 + weight3; 37 return ((weight0 * depth0) + (weight1 * depth1) + (weight2 * depth2) + (weight3 * depth3)) / weight_total; 41var<workgroup> previous_mip_depth: array<array<f32, 8>, 8>; 44@workgroup_size(8, 8, 1) 45fn preprocess_depth(@builtin(global_invocation_id) global_id: vec3<u32>, @builtin(local_invocation_id) local_id: vec3<u32>) { 46 let base_coordinates = vec2<i32>(global_id.xy); 49 let pixel_coordinates0 = base_coordinates * 2i; 50 let pixel_coordinates1 = pixel_coordinates0 + vec2<i32>(1i, 0i); 51 let pixel_coordinates2 = pixel_coordinates0 + vec2<i32>(0i, 1i); 52 let pixel_coordinates3 = pixel_coordinates0 + vec2<i32>(1i, 1i); 53 let depths_uv = vec2<f32>(pixel_coordinates0) / view.viewport.zw; 54 let depths = textureGather(0, input_depth, point_clamp_sampler, depths_uv, vec2<i32>(1i, 1i)); 55 textureStore(preprocessed_depth_mip0, pixel_coordinates0, vec4<f32>(depths.w, 0.0, 0.0, 0.0)); 56 textureStore(preprocessed_depth_mip0, pixel_coordinates1, vec4<f32>(depths.z, 0.0, 0.0, 0.0)); 57 textureStore(preprocessed_depth_mip0, pixel_coordinates2, vec4<f32>(depths.x, 0.0, 0.0, 0.0)); 58 textureStore(preprocessed_depth_mip0, pixel_coordinates3, vec4<f32>(depths.y, 0.0, 0.0, 0.0)); 61 let depth_mip1 = weighted_average(depths.w, depths.z, depths.x, depths.y); 62 textureStore(preprocessed_depth_mip1, base_coordinates, vec4<f32>(depth_mip1, 0.0, 0.0, 0.0)); 63 previous_mip_depth[local_id.x][local_id.y] = depth_mip1; 68 if all(local_id.xy % vec2<u32>(2u) == vec2<u32>(0u)) { 69 let depth0 = previous_mip_depth[local_id.x + 0u][local_id.y + 0u]; 70 let depth1 = previous_mip_depth[local_id.x + 1u][local_id.y + 0u]; 71 let depth2 = previous_mip_depth[local_id.x + 0u][local_id.y + 1u]; 72 let depth3 = previous_mip_depth[local_id.x + 1u][local_id.y + 1u]; 73 let depth_mip2 = weighted_average(depth0, depth1, depth2, depth3); 74 textureStore(preprocessed_depth_mip2, base_coordinates / 2i, vec4<f32>(depth_mip2, 0.0, 0.0, 0.0)); 75 previous_mip_depth[local_id.x][local_id.y] = depth_mip2; 81 if all(local_id.xy % vec2<u32>(4u) == vec2<u32>(0u)) { 82 let depth0 = previous_mip_depth[local_id.x + 0u][local_id.y + 0u]; 83 let depth1 = previous_mip_depth[local_id.x + 2u][local_id.y + 0u]; 84 let depth2 = previous_mip_depth[local_id.x + 0u][local_id.y + 2u]; 85 let depth3 = previous_mip_depth[local_id.x + 2u][local_id.y + 2u]; 86 let depth_mip3 = weighted_average(depth0, depth1, depth2, depth3); 87 textureStore(preprocessed_depth_mip3, base_coordinates / 4i, vec4<f32>(depth_mip3, 0.0, 0.0, 0.0)); 88 previous_mip_depth[local_id.x][local_id.y] = depth_mip3; 94 if all(local_id.xy % vec2<u32>(8u) == vec2<u32>(0u)) { 95 let depth0 = previous_mip_depth[local_id.x + 0u][local_id.y + 0u]; 96 let depth1 = previous_mip_depth[local_id.x + 4u][local_id.y + 0u]; 97 let depth2 = previous_mip_depth[local_id.x + 0u][local_id.y + 4u]; 98 let depth3 = previous_mip_depth[local_id.x + 4u][local_id.y + 4u]; 99 let depth_mip4 = weighted_average(depth0, depth1, depth2, depth3); 100 textureStore(preprocessed_depth_mip4, base_coordinates / 8i, vec4<f32>(depth_mip4, 0.0, 0.0, 0.0));