slang-shaders/crt/shaders/guest/advanced/gaussian_horizontal.slang

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#version 450
/*
Gaussian blur - horizontal pass, dynamic range, resizable
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Copyright (C) 2020-2023 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 LinearizePassSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEH;
float SIGMA_H;
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float m_glow;
float m_glow_cutoff;
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float m_glow_low;
float m_glow_high;
float m_glow_dist;
float m_glow_mask;
} params;
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#pragma parameter bogus_mglow "[ MAGIC GLOW SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter m_glow " Ordinary Glow / Magic Glow" 0.0 0.0 1.0 1.0
#define m_glow params.m_glow
#pragma parameter m_glow_cutoff " Magic Glow Cutoff" 0.12 0.0 0.4 0.01
#define m_glow_cutoff params.m_glow_cutoff
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#pragma parameter m_glow_low " Magic Glow Low Strength" 0.35 0.0 7.0 0.05
#pragma parameter m_glow_high " Magic Glow High Strength" 5.0 0.0 7.0 0.10
#pragma parameter m_glow_dist " Magic Glow Distribution" 1.0 0.20 4.0 0.05
#pragma parameter m_glow_mask " Magic Glow Mask Strength" 1.0 0.0 2.0 0.025
#pragma parameter bogus_glow "[ GLOW PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter SIZEH " Horizontal Glow Radius" 6.0 1.0 50.0 1.0
#define SIZEH params.SIZEH
#pragma parameter SIGMA_H " Horizontal Glow Sigma" 1.20 0.20 15.0 0.05
#define SIGMA_H params.SIGMA_H
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layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
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vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
void main()
{
vec4 SourceSize1 = params.OriginalSize;
float f = fract(SourceSize1.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
vec3 color = vec3(0.0);
vec2 dx = vec2(SourceSize1.z, 0.0);
float w;
float wsum = 0.0;
vec3 pixel;
float n = -SIZEH;
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb;
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if (m_glow > 0.5)
{
pixel = max(pixel-m_glow_cutoff, 0.0);
pixel = plant(pixel, max(max(max(pixel.r,pixel.g),pixel.b)-m_glow_cutoff,0.0));
}
w = gaussian(n+f);
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEH);
color = color / wsum;
FragColor = vec4(color, 1.0);
}