slang-shaders/misc/shaders/deband.slang

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2017-05-10 06:47:08 +10:00
#version 450
/*
* Deband shader by haasn
* https://github.com/mpv-player/mpv/blob/master/video/out/opengl/video_shaders.c
*
* This file is part of mpv.
*
* mpv 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.
*
* mpv 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 mpv. If not, see <http://www.gnu.org/licenses/>.
*
* You can alternatively redistribute this file and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* Modified and optimized for RetroArch by hunterk
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float iterations;
float threshold;
float range;
float grain;
} params;
#pragma parameter iterations "Deband Iterations" 2.0 1.0 10.0 1.0
#pragma parameter threshold "Deband Threshold" 1.0 1.0 16.0 0.5
#pragma parameter range "Deband Range" 1.5 0.0 10.0 0.5
#pragma parameter grain "Deband Grain" 0.0 0.0 2.0 0.1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Wide usage friendly PRNG, shamelessly stolen from a GLSL tricks forum post.
// Obtain random numbers by calling rand(h), followed by h = permute(h) to
// update the state. Assumes the texture was hooked.
float mod289(float x)
{
return x - floor(x / 289.0) * 289.0;
}
float permute(float x)
{
return mod289((34.0 * x + 1.0) * x);
}
float rand(float x)
{
return fract(x * 0.024390243);
}
vec4 average(sampler2D tex, vec2 coord, float range, inout float h)
{
float dist = rand(h) * range; h = permute(h);
float dir = rand(h) * 6.2831853; h = permute(h);
vec2 o = vec2(cos(dir), sin(dir));
vec2 pt = dist * params.SourceSize.zw;
vec4 ref[4];
ref[0] = texture(tex, coord + pt * vec2( o.x, o.y));
ref[1] = texture(tex, coord + pt * vec2(-o.y, o.x));
ref[2] = texture(tex, coord + pt * vec2(-o.x,-o.y));
ref[3] = texture(tex, coord + pt * vec2( o.y,-o.x));
return (ref[0] + ref[1] + ref[2] + ref[3]) * 0.25;
}
#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 Source;
void main()
{
// Initialize the PRNG by hashing the position + a random uniform
vec3 m = vec3(vTexCoord, rand(sin(vTexCoord.x / vTexCoord.y) * mod(params.FrameCount, 79) + 22.759)) + vec3(1.0);
float h = permute(permute(permute(m.x) + m.y) + m.z);
vec4 avg;
vec4 diff;
// Sample the source pixel
vec4 color = texture(Source, vTexCoord).rgba;
for (int i = 1; i <= int(params.iterations); i++)
{
// Sample the average pixel and use it instead of the original if
// the difference is below the given threshold
avg = average(Source, vTexCoord, i * params.range, h);
diff = abs(color - avg);
color = mix(avg, color, greaterThan(diff, vec4(params.threshold / (i * 10.0))));
}
if (params.grain > 0.0)
{
// Add some random noise to smooth out residual differences
vec3 noise;
noise.x = rand(h); h = permute(h);
noise.y = rand(h); h = permute(h);
noise.z = rand(h); h = permute(h);
color.rgb += params.grain * (noise - vec3(0.5));
}
FragColor = vec4(color);
}