mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
101 lines
2 KiB
Plaintext
101 lines
2 KiB
Plaintext
#version 450
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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 FB_RES;
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float SIGMA_R;
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float SIGMA_D;
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} params;
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#pragma parameter FB_RES "Bilateral Internal Res" 2.0 1.0 8.0 1.0
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#pragma parameter SIGMA_R "Bilateral Blur" 0.4 0.0 2.0 0.1
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#pragma parameter SIGMA_D "Bilateral Space" 3.0 0.0 10.0 0.2
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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#define GET(M,K) (texture(Source,tc+M*dx+K*dy).xyz)
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#define BIL(M,K) {\
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col=GET(M,K);\
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ds=M*M+K*K;\
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weight=exp(-ds/sd2)*exp(-(col-center)*(col-center)/si2);\
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color+=(weight*col);\
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wsum+=weight;\
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}
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void main()
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{
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float ds, sd2, si2;
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float sigma_d = params.SIGMA_D;
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float sigma_r = params.SIGMA_R*0.04;
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vec3 color = vec3(0.0, 0.0, 0.0);
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vec3 wsum = vec3(0.0, 0.0, 0.0);
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vec3 weight;
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vec2 dx = vec2(params.FB_RES, 0.0) * params.SourceSize.zw;
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vec2 dy = vec2(0.0, params.FB_RES) * params.SourceSize.zw;
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sd2 = 2.0 * sigma_d * sigma_d;
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si2 = 2.0 * sigma_r * sigma_r;
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vec2 tc = vTexCoord;
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vec3 col;
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vec3 center = GET(0,0);
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// center = sqrt(center);
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BIL(-2,-2)
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BIL(-1,-2)
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BIL( 0,-2)
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BIL( 1,-2)
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BIL( 2,-2)
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BIL(-2,-1)
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BIL(-1,-1)
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BIL( 0,-1)
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BIL( 1,-1)
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BIL( 2,-1)
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BIL(-2, 0)
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BIL(-1, 0)
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BIL( 0, 0)
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BIL( 1, 0)
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BIL( 2, 0)
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BIL(-2, 1)
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BIL(-1, 1)
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BIL( 0, 1)
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BIL( 1, 1)
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BIL( 2, 1)
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BIL(-2, 2)
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BIL(-1, 2)
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BIL( 0, 2)
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BIL( 1, 2)
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BIL( 2, 2)
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// Weight normalization
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color /= wsum;
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FragColor = vec4(color, 1.);
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} |