slang-shaders/deblur/shaders/deblur.slang

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#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);
}