#version 450 /* Deblur Shader Copyright (C) 2005 - 2019 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 OFFSET, DEBLUR, SMART; } params; #pragma parameter OFFSET "Deblur offset" 2.0 0.5 4.0 0.25 #pragma parameter DEBLUR "Deblur str. " 4.5 1.0 7.0 0.25 #pragma parameter SMART "Smart deblur " 0.5 0.0 1.0 0.05 #define OFFSET params.OFFSET #define DEBLUR params.DEBLUR #define SMART params.SMART 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; vec3 dt = vec3(1.,1.,1.); vec3 dtt = vec3(0.0001, 0.0001, 0.0001); float wt(vec3 A, vec3 B) { return 4.0*length(A-B)/(dot(A+B,dt)+0.33); } void main() { vec2 tex = vTexCoord; vec2 texsize = params.SourceSize.xy; float dx = OFFSET/texsize.x; float dy = OFFSET/texsize.y; vec4 yx = vec4( dx, dy,-dx,-dy); vec2 xx = vec2( dx, 0.0); vec2 yy = vec2( 0.0, dy); vec3 c11 = texture(Source, tex ).xyz; vec3 c00 = texture(Source, tex + yx.zw).xyz; vec3 c20 = texture(Source, tex + yx.xw).xyz; vec3 c22 = texture(Source, tex + yx.xy).xyz; vec3 c02 = texture(Source, tex + yx.zy).xyz; vec3 c10 = texture(Source, tex - yy ).xyz; vec3 c21 = texture(Source, tex + xx ).xyz; vec3 c12 = texture(Source, tex + yy ).xyz; vec3 c01 = texture(Source, tex - xx ).xyz; vec3 mn1 = min (min (c00,c01),c02); vec3 mn2 = min (min (c10,c11),c12); vec3 mn3 = min (min (c20,c21),c22); vec3 mx1 = max (max (c00,c01),c02); vec3 mx2 = max (max (c10,c11),c12); vec3 mx3 = max (max (c20,c21),c22); vec3 d11; mn1 = min(min(mn1,mn2),mn3); mx1 = max(max(mx1,mx2),mx3); vec3 contrast = mx1 - mn1; vec3 dif1 = abs(c11-mn1) + dtt; vec3 dif2 = abs(c11-mx1) + dtt; float DB1 = DEBLUR; float dif; dif1=vec3(pow(dif1.x,DB1),pow(dif1.y,DB1),pow(dif1.z,DB1)); dif2=vec3(pow(dif2.x,DB1),pow(dif2.y,DB1),pow(dif2.z,DB1)); d11 = vec3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x), (dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y), (dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z)); float k10 = 1.0/(dot(abs(c10-d11),dt)+0.0001); float k01 = 1.0/(dot(abs(c01-d11),dt)+0.0001); float k11 = 1.0/(dot(abs(c11-d11),dt)+0.0001); float k21 = 1.0/(dot(abs(c21-d11),dt)+0.0001); float k12 = 1.0/(dot(abs(c12-d11),dt)+0.0001); float k00 = 1.0/(dot(abs(c00-d11),dt)+0.0001); float k02 = 1.0/(dot(abs(c02-d11),dt)+0.0001); float k20 = 1.0/(dot(abs(c20-d11),dt)+0.0001); float k22 = 1.0/(dot(abs(c22-d11),dt)+0.0001); float avg = (k10+k01+k11+k21+k12+k00+k02+k20+k22)/30.0; k10 = max(k10-avg, 0.0); k01 = max(k01-avg, 0.0); k11 = max(k11-avg, 0.0); k21 = max(k21-avg, 0.0); k12 = max(k12-avg, 0.0); k00 = max(k00-avg, 0.0); k02 = max(k02-avg, 0.0); k20 = max(k20-avg, 0.0); k22 = max(k22-avg, 0.0); d11 = (k10*c10 + k01*c01 + k11*c11 + k21*c21 + k12*c12 + k00*c00 + k02*c02 + k20*c20 + k22*c22 + 0.0001*c11)/(k10+k01+k11+k21+k12+k00+k02+k20+k22+0.0001); c11 = mix(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0)); c11 = mix(d11, c11, SMART); FragColor = vec4(c11,1.0); }