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