mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
add hyllian's gaussian blur shaders and presets
This commit is contained in:
parent
9e9804c428
commit
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8
blurs/gaussian_blur-sharp.slangp
Executable file
8
blurs/gaussian_blur-sharp.slangp
Executable file
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shaders = 1
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shader0 = gaussian_blur_filtering/gaussian-sharp.slang
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filter_linear0 = false
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scale_type_x0 = viewport
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scale_x0 = 1.0
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scale_type_y0 = viewport
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scale_y0 = 1.0
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8
blurs/gaussian_blur.slangp
Executable file
8
blurs/gaussian_blur.slangp
Executable file
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shaders = 1
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shader0 = gaussian_blur_filtering/gaussian.slang
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filter_linear0 = false
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scale_type_x0 = viewport
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scale_x0 = 1.0
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scale_type_y0 = viewport
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scale_y0 = 1.0
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15
blurs/gaussian_blur_2_pass-sharp.slangp
Executable file
15
blurs/gaussian_blur_2_pass-sharp.slangp
Executable file
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shaders = 2
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shader0 = gaussian_blur_filtering/gaussian_horizontal-sharp.slang
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filter_linear0 = false
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scale_type_x0 = viewport
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scale_x0 = 1.0
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scale_type_y0 = source
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scale_y0 = 1.0
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shader1 = gaussian_blur_filtering/gaussian_vertical-sharp.slang
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filter_linear1 = false
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scale_type_x1 = viewport
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scale_x1 = 1.0
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scale_type_y1 = viewport
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scale_y1 = 1.0
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15
blurs/gaussian_blur_2_pass.slangp
Executable file
15
blurs/gaussian_blur_2_pass.slangp
Executable file
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shaders = 2
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shader0 = gaussian_blur_filtering/gaussian_horizontal.slang
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filter_linear0 = false
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scale_type_x0 = viewport
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scale_x0 = 1.0
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scale_type_y0 = source
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scale_y0 = 1.0
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shader1 = gaussian_blur_filtering/gaussian_vertical.slang
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filter_linear1 = false
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scale_type_x1 = viewport
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scale_x1 = 1.0
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scale_type_y1 = viewport
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scale_y1 = 1.0
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157
blurs/gaussian_blur_filtering/gaussian-sharp.slang
Executable file
157
blurs/gaussian_blur_filtering/gaussian-sharp.slang
Executable file
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#version 450
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/*
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Gaussian blur 'sharp'- dynamic range, resizable
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Copyright (C) 2020 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Anti-Ringing inspired by Hyllian
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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 SIZEH;
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float SIGMA_H;
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float HSHARP0;
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float HAR;
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float SHAR;
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} params;
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#pragma parameter SIZEH "Gaussian Blur Radius" 6.0 0.0 25.0 1.0
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#define SIZEH params.SIZEH
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#pragma parameter SIGMA_H "Gaussian Blur Sigma" 1.50 0.1 12.0 0.05
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#define SIGMA_H params.SIGMA_H
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#pragma parameter HSHARP0 "Sharpness Filter 'Range'" 0.8 0.8 20.0 0.2
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#define HSHARP0 params.HSHARP0
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#pragma parameter SHAR "Sharpness Definition" 0.5 0.0 2.0 0.05
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#define SHAR params.SHAR
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#pragma parameter HAR "Anti-Ringing" 0.5 0.0 1.0 0.10
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#define HAR params.HAR
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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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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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float invsqrsigma_h = 1.0/(2.0*SIGMA_H*SIGMA_H);
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float gaussian_h(float x)
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{
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return exp(-x*x*invsqrsigma_h);
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}
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void main()
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{
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vec2 f = fract(SourceSize.xy * vTexCoord.xy);
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f = 0.5 - f;
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vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
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vec2 dx = vec2(SourceSize.z, 0.0);
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vec2 dy = vec2(0.0, SourceSize.w);
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vec3 colorx = vec3(0.0);
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vec3 colory = vec3(0.0);
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float wx, wy;
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float wsumx;
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float wsumy = 0.0;
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vec3 pixel;
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float x;
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float y = -SIZEH;
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vec3 xcmax = COMPAT_TEXTURE(Source, tex).rgb;
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vec3 xcmin = xcmax;
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vec3 ycmax = xcmax;
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vec3 ycmin = xcmax;
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float sharp = (HSHARP0 > 0.85) ? gaussian_h(HSHARP0) : 0.0;
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float FPR = HSHARP0;
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float wnorm = 1.0; // /(1.0-sharp);
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float fpx = 0.0;
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do
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{
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wsumx = 0.0;
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colorx = 0.0.xxx;
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x = -SIZEH;
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do
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{
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pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
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wx = (gaussian_h(x+f.x) - sharp)*wnorm;
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if (HSHARP0 > 0.85)
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{
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if (abs(x+f.x) > FPR) { if (x < 0.0) fpx = -(x+f.x+FPR)/FPR; else fpx = (x+f.x-FPR)/FPR; fpx = min(fpx, 1.0); }
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if (abs(x) <= 2.0*FPR) { xcmax = max(xcmax, pixel); xcmin = min(xcmin, pixel); }
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if (wx < 0.0) wx = clamp(wx, mix(-0.18, 0.0, pow(fpx, SHAR)), 0.0);
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}
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colorx = colorx + wx * pixel;
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wsumx = wsumx+ wx;
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x = x + 1.0;
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} while (x <= SIZEH);
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colorx = colorx / wsumx;
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if (HSHARP0 > 0.85) colorx = mix(clamp(colorx, 0.0, 1.0), clamp(colorx, xcmin, xcmax), HAR);
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wy = (gaussian_h(y+f.y) - sharp)*wnorm;
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if (HSHARP0 > 0.85)
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{
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if (abs(y+f.y) > FPR) { if (y < 0.0) fpx = -(y+f.y+FPR)/FPR; else fpx = (y+f.y-FPR)/FPR; fpx = min(fpx, 1.0); }
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if (abs(y) <= 2.0*FPR) { ycmax = max(ycmax, colorx); ycmin = min(ycmin, colorx); }
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if (wy < 0.0) wy = clamp(wy, mix(-0.18, 0.0, pow(fpx, SHAR)), 0.0);
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}
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colory = colory + wy * colorx;
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wsumy = wsumy + wy;
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y = y + 1.0;
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} while (y <= SIZEH);
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colory= colory/wsumy;
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if (HSHARP0 > 0.85) colory = mix(clamp(colory, 0.0, 1.0), clamp(colory, ycmin, ycmax), HAR);
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FragColor = vec4(colory, 1.0);
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}
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129
blurs/gaussian_blur_filtering/gaussian.slang
Executable file
129
blurs/gaussian_blur_filtering/gaussian.slang
Executable file
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#version 450
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/*
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Gaussian blur - dynamic range, resizable
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Copyright (C) 2020 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
|
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as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
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||||
|
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This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
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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.
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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 SIZEH;
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float SIGMA_H;
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float SIZEV;
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float SIGMA_V;
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} params;
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#pragma parameter SIZEH "Horizontal Blur Radius" 6.0 0.0 25.0 1.0
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#define SIZEH params.SIZEH
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#pragma parameter SIGMA_H "Horizontal Blur Sigma" 1.50 0.1 12.0 0.05
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#define SIGMA_H params.SIGMA_H
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#pragma parameter SIZEV "Vertical Blur Radius" 6.0 0.0 25.0 1.0
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#define SIZEV params.SIZEV
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#pragma parameter SIGMA_V "Vertical Blur Sigma" 1.50 0.1 12.0 0.05
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#define SIGMA_V params.SIGMA_V
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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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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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float invsqrsigma_h = 1.0/(2.0*SIGMA_H*SIGMA_H);
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float invsqrsigma_v = 1.0/(2.0*SIGMA_V*SIGMA_V);
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float gaussian_h(float x)
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{
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return exp(-x*x*invsqrsigma_h);
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}
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float gaussian_v(float x)
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{
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return exp(-x*x*invsqrsigma_v);
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}
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void main()
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{
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vec2 f = fract(SourceSize.xy * vTexCoord.xy);
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f = 0.5 - f;
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vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
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vec2 dx = vec2(SourceSize.z, 0.0);
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vec2 dy = vec2(0.0, SourceSize.w);
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vec3 colorx = vec3(0.0);
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vec3 colory = vec3(0.0);
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float wx, wy;
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float wsumx;
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float wsumy = 0.0;
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vec3 pixel;
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float x;
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float y = -SIZEV;
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do
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{
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wsumx = 0.0;
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colorx = 0.0.xxx;
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x = -SIZEH;
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do
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{
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pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
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wx = gaussian_h(x+f.x);
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colorx = colorx + wx * pixel;
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wsumx = wsumx+ wx;
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x = x + 1.0;
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} while (x <= SIZEH);
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colorx = colorx / wsumx;
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wy = gaussian_v(y+f.y);
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colory = colory + wy * colorx;
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wsumy = wsumy + wy;
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y = y + 1.0;
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} while (y <= SIZEV);
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colory= colory/wsumy;
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FragColor = vec4(colory, 1.0);
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}
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129
blurs/gaussian_blur_filtering/gaussian_horizontal-sharp.slang
Executable file
129
blurs/gaussian_blur_filtering/gaussian_horizontal-sharp.slang
Executable file
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#version 450
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/*
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Gaussian blur 'sharp' - horizontal pass, dynamic range, resizable
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Copyright (C) 2020 guest(r) - guest.r@gmail.com
|
||||
|
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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.
|
||||
|
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Anti-Ringing inspired by Hyllian
|
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|
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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 SIZEH;
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float SIGMA_H;
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float HSHARP0;
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float HAR;
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float HSHAR;
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} params;
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#pragma parameter SIZEH "Horizontal Blur Radius" 5.0 0.0 40.0 1.0
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#define SIZEH params.SIZEH
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#pragma parameter SIGMA_H "Horizontal Blur Sigma" 0.70 0.1 15.0 0.05
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#define SIGMA_H params.SIGMA_H
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#pragma parameter HSHARP0 "Horizontal Sharpness Filter 'Range'" 0.8 0.8 20.0 0.2
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#define HSHARP0 params.HSHARP0
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#pragma parameter HSHAR "Sharpness Definition - Horizontal" 0.5 0.0 2.0 0.05
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#define HSHAR params.HSHAR
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#pragma parameter HAR "Horizontal Anti-Ringing" 0.5 0.0 1.0 0.1
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#define HAR params.HAR
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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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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H);
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float gaussian(float x)
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{
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return exp(-x*x*invsqrsigma);
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}
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void main()
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{
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float f = fract(SourceSize.x * vTexCoord.x);
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f = 0.5 - f;
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vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
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vec3 color = vec3(0.0);
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vec2 dx = vec2(SourceSize.z, 0.0);
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float w;
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float wsum = 0.0;
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vec3 pixel;
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float n = -SIZEH;
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vec3 cmax = COMPAT_TEXTURE(Source, tex).rgb;
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vec3 cmin = cmax;
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float sharp = (HSHARP0 > 0.85) ? gaussian(HSHARP0) : 0.0;
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float FPR = HSHARP0;
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float wnorm = 1.0/(1.0-sharp);
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float fpx = 0.0;
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do
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{
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w = (gaussian(n+f) - sharp)*wnorm;
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if (HSHARP0 > 0.85)
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{
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if (abs(n+f) > FPR) { if (n < 0.0) fpx = -(n+f+FPR)/FPR; else fpx = (n+f-FPR)/FPR; fpx = min(fpx, 1.0);}
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if (abs(n) <= 2.0*FPR) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); }
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if (w < 0.0) w = clamp(w, mix(-0.18, 0.0, pow(fpx,HSHAR)), 0.0);
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}
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||||
|
||||
pixel = COMPAT_TEXTURE(Source, tex + n*dx).rgb;
|
||||
color = color + w * pixel;
|
||||
wsum = wsum + w;
|
||||
n = n + 1.0;
|
||||
|
||||
} while (n <= SIZEH);
|
||||
|
||||
color = color / wsum;
|
||||
if (HSHARP0 > 0.85) color = mix(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), HAR);
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
98
blurs/gaussian_blur_filtering/gaussian_horizontal.slang
Executable file
98
blurs/gaussian_blur_filtering/gaussian_horizontal.slang
Executable file
|
@ -0,0 +1,98 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Gaussian blur - horizontal pass, dynamic range, resizable
|
||||
|
||||
Copyright (C) 2020 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 SIZEH;
|
||||
float SIGMA_H;
|
||||
} params;
|
||||
|
||||
#pragma parameter SIZEH "Horizontal Blur Radius" 5.0 0.0 40.0 1.0
|
||||
#define SIZEH params.SIZEH
|
||||
|
||||
#pragma parameter SIGMA_H "Horizontal Blur Sigma" 1.0 0.1 15.0 0.05
|
||||
#define SIGMA_H params.SIGMA_H
|
||||
|
||||
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 Source;
|
||||
|
||||
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
||||
#define SourceSize params.SourceSize
|
||||
|
||||
float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H);
|
||||
|
||||
float gaussian(float x)
|
||||
{
|
||||
return exp(-x*x*invsqrsigma);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float f = fract(SourceSize.x * vTexCoord.x);
|
||||
f = 0.5 - f;
|
||||
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
|
||||
vec3 color = vec3(0.0);
|
||||
vec2 dx = vec2(SourceSize.z, 0.0);
|
||||
|
||||
float w;
|
||||
float wsum = 0.0;
|
||||
vec3 pixel;
|
||||
float n = -SIZEH;
|
||||
|
||||
do
|
||||
{
|
||||
pixel = COMPAT_TEXTURE(Source, tex + n*dx).rgb;
|
||||
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);
|
||||
}
|
129
blurs/gaussian_blur_filtering/gaussian_vertical-sharp.slang
Executable file
129
blurs/gaussian_blur_filtering/gaussian_vertical-sharp.slang
Executable file
|
@ -0,0 +1,129 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Gaussian blur 'sharp' - vertical pass, dynamic range, resizable
|
||||
|
||||
Copyright (C) 2020 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.
|
||||
|
||||
Anti-Ringing inspired by Hyllian
|
||||
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float SIZEV;
|
||||
float SIGMA_V;
|
||||
float VSHARP0;
|
||||
float VAR;
|
||||
float VSHAR;
|
||||
} params;
|
||||
|
||||
#pragma parameter bogus-line "-------------------------------------------------" 0.0 0.0 0.0 0.0
|
||||
|
||||
#pragma parameter SIZEV "Vertical Blur Radius" 5.0 0.0 40.0 1.0
|
||||
#define SIZEV params.SIZEV
|
||||
|
||||
#pragma parameter SIGMA_V "Vertical Blur Sigma" 0.70 0.1 15.0 0.05
|
||||
#define SIGMA_V params.SIGMA_V
|
||||
|
||||
#pragma parameter VSHARP0 "Vertical Sharpness Filter 'Range'" 0.8 0.8 20.0 0.2
|
||||
#define VSHARP0 params.VSHARP0
|
||||
|
||||
#pragma parameter VSHAR "Sharpness Definition - Vertical" 0.5 0.0 2.0 0.05
|
||||
#define VSHAR params.VSHAR
|
||||
|
||||
#pragma parameter VAR "Vertical Anti-Ringing" 0.5 0.0 1.0 0.1
|
||||
#define VAR params.VAR
|
||||
|
||||
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 Source;
|
||||
|
||||
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
||||
#define SourceSize params.SourceSize
|
||||
|
||||
float invsqrsigma = 1.0/(2.0*SIGMA_V*SIGMA_V);
|
||||
|
||||
float gaussian(float x)
|
||||
{
|
||||
return exp(-x*x*invsqrsigma);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float f = fract(SourceSize.y * vTexCoord.y);
|
||||
f = 0.5 - f;
|
||||
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
|
||||
vec3 color = vec3(0.0);
|
||||
vec2 dy = vec2(0.0, SourceSize.w);
|
||||
|
||||
float w;
|
||||
float wsum = 0.0;
|
||||
vec3 pixel;
|
||||
float n = -SIZEV;
|
||||
|
||||
vec3 cmax = COMPAT_TEXTURE(Source, tex).rgb;
|
||||
vec3 cmin = cmax;
|
||||
float sharp = (VSHARP0 > 0.85) ? gaussian(VSHARP0) : 0.0;
|
||||
float FPR = VSHARP0;
|
||||
float wnorm = 1.0/(1.0-sharp);
|
||||
float fpx = 0.0;
|
||||
|
||||
do
|
||||
{
|
||||
w = (gaussian(n+f) - sharp)*wnorm;
|
||||
|
||||
if (VSHARP0 > 0.85)
|
||||
{
|
||||
if (abs(n+f) > FPR) { if (n < 0.0) fpx = -(n+f+FPR)/FPR; else fpx = (n+f-FPR)/FPR; fpx = min(fpx, 1.0); }
|
||||
if (abs(n) <= 2.0*FPR) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); }
|
||||
if (w < 0.0) w = clamp(w, mix(-0.18, 0.0, pow(fpx,VSHAR)), 0.0);
|
||||
}
|
||||
|
||||
pixel = COMPAT_TEXTURE(Source, tex + n*dy).rgb;
|
||||
color = color + w * pixel;
|
||||
wsum = wsum + w;
|
||||
n = n + 1.0;
|
||||
|
||||
} while (n <= SIZEV);
|
||||
|
||||
color = color / wsum;
|
||||
if (VSHARP0 > 0.85) color = mix(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), VAR);
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
98
blurs/gaussian_blur_filtering/gaussian_vertical.slang
Executable file
98
blurs/gaussian_blur_filtering/gaussian_vertical.slang
Executable file
|
@ -0,0 +1,98 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Gaussian blur - vertical pass, dynamic range, resizable
|
||||
|
||||
Copyright (C) 2020 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 SIZEV;
|
||||
float SIGMA_V;
|
||||
} params;
|
||||
|
||||
|
||||
#pragma parameter SIZEV "Vertical Blur Radius" 5.0 0.0 40.0 1.0
|
||||
#define SIZEV params.SIZEV
|
||||
|
||||
#pragma parameter SIGMA_V "Vertical Blur Sigma" 1.0 0.1 15.0 0.05
|
||||
#define SIGMA_V params.SIGMA_V
|
||||
|
||||
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 Source;
|
||||
|
||||
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
||||
#define SourceSize params.SourceSize
|
||||
|
||||
float invsqrsigma = 1.0/(2.0*SIGMA_V*SIGMA_V);
|
||||
|
||||
float gaussian(float x)
|
||||
{
|
||||
return exp(-x*x*invsqrsigma);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float f = fract(SourceSize.y * vTexCoord.y);
|
||||
f = 0.5 - f;
|
||||
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
|
||||
vec3 color = vec3(0.0);
|
||||
vec2 dy = vec2(0.0, SourceSize.w);
|
||||
|
||||
float w;
|
||||
float wsum = 0.0;
|
||||
vec3 pixel;
|
||||
float n = -SIZEV;
|
||||
|
||||
do
|
||||
{
|
||||
pixel = COMPAT_TEXTURE(Source, tex + n*dy).rgb;
|
||||
w = gaussian(n+f);
|
||||
color = color + w * pixel;
|
||||
wsum = wsum + w;
|
||||
n = n + 1.0;
|
||||
|
||||
} while (n <= SIZEV);
|
||||
|
||||
color = color / wsum;
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
Loading…
Reference in a new issue