2018-03-30 08:06:57 +11:00
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#version 450
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/*
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Anti-Flicker shader
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by hunterk
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License: public domain
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2018-03-31 00:35:38 +11:00
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This shader detects large variations in luminance from frame to frame
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and then blends frames to smooth the transition. In flicker-based
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shadow effects, this should result in true transparency.
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2018-03-30 08:06:57 +11:00
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float THRESH;
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} params;
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#pragma parameter THRESH "Luma Diff Threshold" 0.25 0.0 1.0 0.05
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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void main()
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{
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// sample the textures
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vec4 current = texture(Source, vTexCoord);
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vec4 prev1 = texture(OriginalHistory1, vTexCoord);
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vec4 prev2 = texture(OriginalHistory2, vTexCoord);
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vec4 prev3 = texture(OriginalHistory3, vTexCoord);
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// get luma for comparison
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float cur_lum = dot(current.rgb, vec3(0.2125, 0.7154, 0.0721));
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float prev1_lum = dot(prev1.rgb, vec3(0.2125, 0.7154, 0.0721));
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float prev2_lum = dot(prev2.rgb, vec3(0.2125, 0.7154, 0.0721));
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float prev3_lum = dot(prev3.rgb, vec3(0.2125, 0.7154, 0.0721));
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// Test whether the luma difference between the pixel in the current frame and that of
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// the previous frame exceeds the threshold while the difference between the current frame
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// and 2 frames previous is below the threshold.
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// Repeat the process for the previous frame's pixel to reduce false-positives
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bool flicker = (abs(cur_lum - prev1_lum) > params.THRESH && abs(cur_lum - prev2_lum) < params.THRESH) &&
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(abs(prev1_lum - prev2_lum) > params.THRESH && abs(prev1_lum - prev3_lum) < params.THRESH);
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// Average the current frame with the previous frame in linear color space to avoid over-darkening
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vec4 blended = (pow(current, vec4(2.2)) + pow(prev1, vec4(2.2))) / 2.0;
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// delinearize the averaged result
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blended = pow(blended, vec4(1.0 / 2.2));
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FragColor = (!flicker) ? current : blended;
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}
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