diff --git a/blurs/smart-blur.slang b/blurs/smart-blur.slang new file mode 100644 index 0000000..c67aa46 --- /dev/null +++ b/blurs/smart-blur.slang @@ -0,0 +1,107 @@ +#version 450 + +/* + Hyllian Smart-Blur Shader + + Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float SB_RED_THRESHOLD; + float SB_GREEN_THRESHOLD; + float SB_BLUE_THRESHOLD; +} params; + +#pragma parameter SB_RED_THRESHOLD "Smart Blur Red Threshold" 0.2 0.0 0.6 0.01 +#pragma parameter SB_GREEN_THRESHOLD "Smart Blur Green Threshold" 0.2 0.0 0.6 0.01 +#pragma parameter SB_BLUE_THRESHOLD "Smart Blur Blue Threshold" 0.2 0.0 0.6 0.01 + +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; +layout(location = 1) out vec4 t1; +layout(location = 2) out vec4 t2; +layout(location = 3) out vec4 t3; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + float dx = params.SourceSize.z; + float dy = params.SourceSize.w; + + t1 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, -dy); // A B C + t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0); // D E F + t3 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, dy); // G H I +} + +#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 = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +// Below the thresholds, blur is applied for each color channel. +// Threshold is the max color differency among the eight pixel neighbors from central pixel. + +bool eq(vec3 c1, vec3 c2) { + vec3 df = abs(c1 - c2); + return (df.r < params.SB_RED_THRESHOLD) && (df.g < params.SB_GREEN_THRESHOLD) && (df.b < params.SB_BLUE_THRESHOLD); +} + +/* + A B C + D E F + G H I +*/ + +void main() +{ + vec3 A = texture(Source, t1.xw).xyz; + vec3 B = texture(Source, t1.yw).xyz; + vec3 C = texture(Source, t1.zw).xyz; + vec3 D = texture(Source, t2.xw).xyz; + vec3 E = texture(Source, t2.yw).xyz; + vec3 F = texture(Source, t2.zw).xyz; + vec3 G = texture(Source, t3.xw).xyz; + vec3 H = texture(Source, t3.yw).xyz; + vec3 I = texture(Source, t3.zw).xyz; + + vec3 sum = vec3(0.,0.,0.); + + if (eq(E,F) && eq(E,H) && eq(E,I) && eq(E,B) && eq(E,C) && eq(E,A) && eq(E,D) && eq(E,G)) + { + sum = (E+A+C+D+F+G+I+B+H)/9.0; + E = sum; + } + + FragColor = vec4(E, 1.0); +} \ No newline at end of file