slang-shaders/blurs/shaders/sharpsmoother.slang

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#version 450
/*
Sharpsmoother shader
Copyright (C) 2005-2017 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 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float max_w;
float min_w;
float smoot;
float lumad;
float mtric;
} params;
#pragma parameter max_w "Max filter weight" 0.10 0.00 0.20 0.01
#pragma parameter min_w "Min filter weight" -0.07 -0.15 0.05 0.01
#pragma parameter smoot "Smoothing strength" 0.55 0.00 1.50 0.01
#pragma parameter lumad "Effects smoothing" 0.30 0.10 5.00 0.10
#pragma parameter mtric "The metric we use" 0.70 0.10 2.00 0.10
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
vec3 dt = vec3(1.0, 1.0, 1.0);
float wt(vec3 A, vec3 B)
{
return clamp(params.smoot - ((6.0+params.lumad)/pow(3.0,params.mtric))*pow(dot(pow(abs(A-B),vec3(1.0/params.mtric)),dt),params.mtric)/(dot(A+B,dt)+params.lumad), params.min_w, params.max_w);
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float x = 1.0 * (1.0 / params.SourceSize.x);
float y = 1.0 * (1.0 / params.SourceSize.y);
vec2 dg1 = vec2( x, y);
vec2 dg2 = vec2(-x, y);
vec2 dx = vec2(x, 0.0);
vec2 dy = vec2(0.0, y);
t1 = vec4(vTexCoord.xy-dg1,vTexCoord.xy-dy);
t2 = vec4(vTexCoord.xy-dg2,vTexCoord.xy+dx);
t3 = vec4(vTexCoord.xy+dg1,vTexCoord.xy+dy);
t4 = vec4(vTexCoord.xy+dg2,vTexCoord.xy-dx);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 c00 = texture(Source, t1.xy).xyz;
vec3 c10 = texture(Source, t1.zw).xyz;
vec3 c20 = texture(Source, t2.xy).xyz;
vec3 c01 = texture(Source, t4.zw).xyz;
vec3 c11 = texture(Source, vTexCoord.xy).xyz;
vec3 c21 = texture(Source, t2.zw).xyz;
vec3 c02 = texture(Source, t4.xy).xyz;
vec3 c12 = texture(Source, t3.zw).xyz;
vec3 c22 = texture(Source, t3.xy).xyz;
float w10 = wt(c11,c10);
float w21 = wt(c11,c21);
float w12 = wt(c11,c12);
float w01 = wt(c11,c01);
float w00 = wt(c11,c00)*0.75;
float w22 = wt(c11,c22)*0.75;
float w20 = wt(c11,c20)*0.75;
float w02 = wt(c11,c02)*0.75;
FragColor = vec4(w10*c10+w21*c21+w12*c12+w01*c01+w00*c00+w22*c22+w20*c20+w02*c02+(1.0-w10-w21-w12-w01-w00-w22-w20-w02)*c11, 1.0);
}