2019-03-20 04:29:22 +11:00
|
|
|
#version 450
|
|
|
|
|
|
|
|
/*
|
|
|
|
5x5 Median
|
|
|
|
|
|
|
|
GLSL 1.0
|
|
|
|
Morgan McGuire and Kyle Whitson, 2006
|
|
|
|
Williams College
|
|
|
|
http://graphics.cs.williams.edu
|
|
|
|
|
|
|
|
Copyright (c) Morgan McGuire and Williams College, 2006
|
|
|
|
All rights reserved.
|
|
|
|
|
|
|
|
Redistribution and use in source and binary forms, with or without
|
|
|
|
modification, are permitted provided that the following conditions are
|
|
|
|
met:
|
|
|
|
|
|
|
|
Redistributions of source code must retain the above copyright notice,
|
|
|
|
this list of conditions and the following disclaimer.
|
|
|
|
|
|
|
|
Redistributions in binary form must reproduce the above copyright
|
|
|
|
notice, this list of conditions and the following disclaimer in the
|
|
|
|
documentation and/or other materials provided with the distribution.
|
|
|
|
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
|
|
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
*/
|
|
|
|
|
|
|
|
layout(push_constant) uniform Push
|
|
|
|
{
|
|
|
|
vec4 SourceSize;
|
|
|
|
vec4 OriginalSize;
|
|
|
|
vec4 OutputSize;
|
|
|
|
uint FrameCount;
|
|
|
|
} params;
|
|
|
|
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
|
|
{
|
|
|
|
mat4 MVP;
|
|
|
|
} global;
|
|
|
|
|
|
|
|
#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
|
|
|
|
#define t2(a, b) s2(v[a], v[b]);
|
|
|
|
#define t24(a, b, c, d, e, f, g, h) t2(a, b); t2(c, d); t2(e, f); t2(g, h);
|
|
|
|
#define t25(a, b, c, d, e, f, g, h, i, j) t24(a, b, c, d, e, f, g, h); t2(i, j);
|
|
|
|
|
|
|
|
#pragma stage vertex
|
|
|
|
layout(location = 0) in vec4 Position;
|
|
|
|
layout(location = 1) in vec2 TexCoord;
|
|
|
|
layout(location = 0) out vec2 vTexCoord;
|
2019-03-22 00:08:42 +11:00
|
|
|
layout(location = 1) out vec4 t01;
|
|
|
|
layout(location = 2) out vec4 t02;
|
|
|
|
layout(location = 3) out vec4 t03;
|
|
|
|
layout(location = 4) out vec4 t04;
|
|
|
|
layout(location = 5) out vec4 t05;
|
|
|
|
layout(location = 6) out vec4 t06;
|
|
|
|
layout(location = 7) out vec4 t07;
|
|
|
|
layout(location = 8) out vec4 t08;
|
|
|
|
layout(location = 9) out vec4 t09;
|
|
|
|
layout(location = 10) out vec4 t10;
|
|
|
|
layout(location = 11) out vec4 t11;
|
|
|
|
layout(location = 12) out vec4 t12;
|
2019-03-20 04:29:22 +11:00
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
gl_Position = global.MVP * Position;
|
|
|
|
vTexCoord = TexCoord;
|
2019-03-22 00:08:42 +11:00
|
|
|
|
|
|
|
float dx1 = params.SourceSize.z;
|
|
|
|
float dx2 = params.SourceSize.z + params.SourceSize.z;
|
|
|
|
float dy1 = params.SourceSize.w;
|
|
|
|
float dy2 = params.SourceSize.w + params.SourceSize.w;
|
|
|
|
|
|
|
|
t01 = vTexCoord.xyxy + vec4(-dx2, -dy2, -dx1, -dy2);
|
|
|
|
t02 = vTexCoord.xyxy + vec4( 0, -dy2, dx1, -dy2);
|
|
|
|
t03 = vTexCoord.xyxy + vec4( dx2, -dy2, -dx2, -dy1);
|
|
|
|
t04 = vTexCoord.xyxy + vec4(-dx1, -dy1, 0, -dy1);
|
|
|
|
t05 = vTexCoord.xyxy + vec4( dx1, -dy1, dx2, -dy1);
|
|
|
|
t06 = vTexCoord.xyxy + vec4(-dx2, 0, -dx1, 0);
|
|
|
|
|
|
|
|
t07 = vTexCoord.xyxy + vec4( dx1, 0, dx2, 0);
|
|
|
|
t08 = vTexCoord.xyxy + vec4(-dx2, dy1, -dx1, dy1);
|
|
|
|
t09 = vTexCoord.xyxy + vec4( 0, dy1, dx1, dy1);
|
|
|
|
t10 = vTexCoord.xyxy + vec4( dx2, dy1, -dx2, dy2);
|
|
|
|
t11 = vTexCoord.xyxy + vec4(-dx1, dy2, 0, dy2);
|
|
|
|
t12 = vTexCoord.xyxy + vec4( dx1, dy2, dx2, dy2);
|
2019-03-20 04:29:22 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
#pragma stage fragment
|
|
|
|
layout(location = 0) in vec2 vTexCoord;
|
2019-03-22 00:08:42 +11:00
|
|
|
layout(location = 1) in vec4 t01;
|
|
|
|
layout(location = 2) in vec4 t02;
|
|
|
|
layout(location = 3) in vec4 t03;
|
|
|
|
layout(location = 4) in vec4 t04;
|
|
|
|
layout(location = 5) in vec4 t05;
|
|
|
|
layout(location = 6) in vec4 t06;
|
|
|
|
layout(location = 7) in vec4 t07;
|
|
|
|
layout(location = 8) in vec4 t08;
|
|
|
|
layout(location = 9) in vec4 t09;
|
|
|
|
layout(location = 10) in vec4 t10;
|
|
|
|
layout(location = 11) in vec4 t11;
|
|
|
|
layout(location = 12) in vec4 t12;
|
2019-03-20 04:29:22 +11:00
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
vec3 v[25];
|
|
|
|
|
2019-03-22 00:08:42 +11:00
|
|
|
/*
|
2019-03-20 04:29:22 +11:00
|
|
|
// Add the pixels which make up our window to the pixel array.
|
|
|
|
for(int dX = -2; dX <= 2; ++dX) {
|
2019-03-22 00:08:42 +11:00
|
|
|
for(int dY = -2; dY <= 2; ++dY) {
|
2019-03-20 04:29:22 +11:00
|
|
|
vec2 offset = vec2(float(dX), float(dY));
|
2019-03-22 00:08:42 +11:00
|
|
|
|
2019-03-20 04:29:22 +11:00
|
|
|
// If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
|
|
|
|
// pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
|
|
|
|
// bottom right pixel of the window at pixel[N-1].
|
|
|
|
v[(dX + 2) * 5 + (dY + 2)] = texture(Source, vTexCoord.xy + offset * params.SourceSize.zw).rgb;
|
|
|
|
}
|
|
|
|
}
|
2019-03-22 00:08:42 +11:00
|
|
|
*/
|
|
|
|
|
|
|
|
v[0] = texture(Source, t01.xy).rgb;
|
|
|
|
v[5] = texture(Source, t01.zw).rgb;
|
|
|
|
v[10] = texture(Source, t02.xy).rgb;
|
|
|
|
v[15] = texture(Source, t02.zw).rgb;
|
|
|
|
v[20] = texture(Source, t03.xy).rgb;
|
|
|
|
v[1] = texture(Source, t03.zw).rgb;
|
|
|
|
v[6] = texture(Source, t04.xy).rgb;
|
|
|
|
v[11] = texture(Source, t04.zw).rgb;
|
|
|
|
v[16] = texture(Source, t05.xy).rgb;
|
|
|
|
v[21] = texture(Source, t05.zw).rgb;
|
|
|
|
v[2] = texture(Source, t06.xy).rgb;
|
|
|
|
v[7] = texture(Source, t06.zw).rgb;
|
|
|
|
v[12] = texture(Source, vTexCoord.xy).rgb;
|
|
|
|
v[17] = texture(Source, t07.xy).rgb;
|
|
|
|
v[22] = texture(Source, t07.zw).rgb;
|
|
|
|
v[3] = texture(Source, t08.xy).rgb;
|
|
|
|
v[8] = texture(Source, t08.zw).rgb;
|
|
|
|
v[13] = texture(Source, t09.xy).rgb;
|
|
|
|
v[18] = texture(Source, t09.zw).rgb;
|
|
|
|
v[23] = texture(Source, t10.xy).rgb;
|
|
|
|
v[4] = texture(Source, t10.zw).rgb;
|
|
|
|
v[9] = texture(Source, t11.xy).rgb;
|
|
|
|
v[14] = texture(Source, t11.zw).rgb;
|
|
|
|
v[19] = texture(Source, t12.xy).rgb;
|
|
|
|
v[24] = texture(Source, t12.zw).rgb;
|
2019-03-20 04:29:22 +11:00
|
|
|
|
|
|
|
vec3 temp;
|
|
|
|
|
|
|
|
t25(0, 1, 3, 4, 2, 4, 2, 3, 6, 7);
|
|
|
|
t25(5, 7, 5, 6, 9, 7, 1, 7, 1, 4);
|
|
|
|
t25(12, 13, 11, 13, 11, 12, 15, 16, 14, 16);
|
|
|
|
t25(14, 15, 18, 19, 17, 19, 17, 18, 21, 22);
|
|
|
|
t25(20, 22, 20, 21, 23, 24, 2, 5, 3, 6);
|
|
|
|
t25(0, 6, 0, 3, 4, 7, 1, 7, 1, 4);
|
|
|
|
t25(11, 14, 8, 14, 8, 11, 12, 15, 9, 15);
|
|
|
|
t25(9, 12, 13, 16, 10, 16, 10, 13, 20, 23);
|
|
|
|
t25(17, 23, 17, 20, 21, 24, 18, 24, 18, 21);
|
|
|
|
t25(19, 22, 8, 17, 9, 18, 0, 18, 0, 9);
|
|
|
|
t25(10, 19, 1, 19, 1, 10, 11, 20, 2, 20);
|
|
|
|
t25(2, 11, 12, 21, 3, 21, 3, 12, 13, 22);
|
|
|
|
t25(4, 22, 4, 13, 14, 23, 5, 23, 5, 14);
|
|
|
|
t25(15, 24, 6, 24, 6, 15, 7, 16, 7, 19);
|
|
|
|
t25(3, 11, 5, 17, 11, 17, 9, 17, 4, 10);
|
|
|
|
t25(6, 12, 7, 14, 4, 6, 4, 7, 12, 14);
|
|
|
|
t25(10, 14, 6, 7, 10, 12, 6, 10, 6, 17);
|
|
|
|
t25(12, 17, 7, 17, 7, 10, 12, 18, 7, 12);
|
|
|
|
t24(10, 18, 12, 20, 10, 20, 10, 12);
|
|
|
|
|
|
|
|
FragColor = vec4(v[12], 1.0);
|
|
|
|
}
|