#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float FB_RES; float SIGMA_R; float SIGMA_D; } params; #pragma parameter FB_RES "Bilateral Internal Res" 2.0 1.0 8.0 1.0 #pragma parameter SIGMA_R "Bilateral Blur" 0.4 0.0 2.0 0.1 #pragma parameter SIGMA_D "Bilateral Space" 3.0 0.0 10.0 0.2 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 GET(M,K) (texture(Source,tc+M*dx+K*dy).xyz) #define BIL(M,K) {\ col=GET(M,K);\ ds=M*M+K*K;\ weight=exp(-ds/sd2)*exp(-(col-center)*(col-center)/si2);\ color+=(weight*col);\ wsum+=weight;\ } void main() { float ds, sd2, si2; float sigma_d = params.SIGMA_D; float sigma_r = params.SIGMA_R*0.04; vec3 color = vec3(0.0, 0.0, 0.0); vec3 wsum = vec3(0.0, 0.0, 0.0); vec3 weight; vec2 dx = vec2(params.FB_RES, 0.0) * params.SourceSize.zw; vec2 dy = vec2(0.0, params.FB_RES) * params.SourceSize.zw; sd2 = 2.0 * sigma_d * sigma_d; si2 = 2.0 * sigma_r * sigma_r; vec2 tc = vTexCoord; vec3 col; vec3 center = GET(0,0); // center = sqrt(center); BIL(-2,-2) BIL(-1,-2) BIL( 0,-2) BIL( 1,-2) BIL( 2,-2) BIL(-2,-1) BIL(-1,-1) BIL( 0,-1) BIL( 1,-1) BIL( 2,-1) BIL(-2, 0) BIL(-1, 0) BIL( 0, 0) BIL( 1, 0) BIL( 2, 0) BIL(-2, 1) BIL(-1, 1) BIL( 0, 1) BIL( 1, 1) BIL( 2, 1) BIL(-2, 2) BIL(-1, 2) BIL( 0, 2) BIL( 1, 2) BIL( 2, 2) // Weight normalization color /= wsum; FragColor = vec4(color, 1.); }