mirror of
https://github.com/italicsjenga/slang-shaders.git
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144 lines
4.3 KiB
Plaintext
144 lines
4.3 KiB
Plaintext
#version 450
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/*
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Deblur Shader
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Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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 OFFSET, DEBLUR, SMART;
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} params;
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#pragma parameter OFFSET "Deblur offset" 2.0 0.5 4.0 0.25
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#pragma parameter DEBLUR "Deblur str. " 4.5 1.0 7.0 0.25
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#pragma parameter SMART "Smart deblur " 0.5 0.0 1.0 0.05
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#define OFFSET params.OFFSET
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#define DEBLUR params.DEBLUR
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#define SMART params.SMART
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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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vec3 dt = vec3(1.,1.,1.);
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vec3 dtt = vec3(0.0001, 0.0001, 0.0001);
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float wt(vec3 A, vec3 B)
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{
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return 4.0*length(A-B)/(dot(A+B,dt)+0.33);
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}
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void main()
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{
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vec2 tex = vTexCoord;
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vec2 texsize = params.SourceSize.xy;
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float dx = OFFSET/texsize.x;
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float dy = OFFSET/texsize.y;
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vec4 yx = vec4( dx, dy,-dx,-dy);
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vec2 xx = vec2( dx, 0.0);
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vec2 yy = vec2( 0.0, dy);
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vec3 c11 = texture(Source, tex ).xyz;
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vec3 c00 = texture(Source, tex + yx.zw).xyz;
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vec3 c20 = texture(Source, tex + yx.xw).xyz;
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vec3 c22 = texture(Source, tex + yx.xy).xyz;
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vec3 c02 = texture(Source, tex + yx.zy).xyz;
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vec3 c10 = texture(Source, tex - yy ).xyz;
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vec3 c21 = texture(Source, tex + xx ).xyz;
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vec3 c12 = texture(Source, tex + yy ).xyz;
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vec3 c01 = texture(Source, tex - xx ).xyz;
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vec3 mn1 = min (min (c00,c01),c02);
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vec3 mn2 = min (min (c10,c11),c12);
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vec3 mn3 = min (min (c20,c21),c22);
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vec3 mx1 = max (max (c00,c01),c02);
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vec3 mx2 = max (max (c10,c11),c12);
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vec3 mx3 = max (max (c20,c21),c22);
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vec3 d11;
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mn1 = min(min(mn1,mn2),mn3);
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mx1 = max(max(mx1,mx2),mx3);
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vec3 contrast = mx1 - mn1;
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vec3 dif1 = abs(c11-mn1) + dtt;
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vec3 dif2 = abs(c11-mx1) + dtt;
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float DB1 = DEBLUR; float dif;
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dif1=vec3(pow(dif1.x,DB1),pow(dif1.y,DB1),pow(dif1.z,DB1));
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dif2=vec3(pow(dif2.x,DB1),pow(dif2.y,DB1),pow(dif2.z,DB1));
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d11 = vec3((dif1.x*mx1.x + dif2.x*mn1.x)/(dif1.x + dif2.x),
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(dif1.y*mx1.y + dif2.y*mn1.y)/(dif1.y + dif2.y),
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(dif1.z*mx1.z + dif2.z*mn1.z)/(dif1.z + dif2.z));
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float k10 = 1.0/(dot(abs(c10-d11),dt)+0.0001);
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float k01 = 1.0/(dot(abs(c01-d11),dt)+0.0001);
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float k11 = 1.0/(dot(abs(c11-d11),dt)+0.0001);
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float k21 = 1.0/(dot(abs(c21-d11),dt)+0.0001);
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float k12 = 1.0/(dot(abs(c12-d11),dt)+0.0001);
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float k00 = 1.0/(dot(abs(c00-d11),dt)+0.0001);
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float k02 = 1.0/(dot(abs(c02-d11),dt)+0.0001);
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float k20 = 1.0/(dot(abs(c20-d11),dt)+0.0001);
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float k22 = 1.0/(dot(abs(c22-d11),dt)+0.0001);
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float avg = (k10+k01+k11+k21+k12+k00+k02+k20+k22)/30.0;
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k10 = max(k10-avg, 0.0);
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k01 = max(k01-avg, 0.0);
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k11 = max(k11-avg, 0.0);
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k21 = max(k21-avg, 0.0);
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k12 = max(k12-avg, 0.0);
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k00 = max(k00-avg, 0.0);
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k02 = max(k02-avg, 0.0);
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k20 = max(k20-avg, 0.0);
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k22 = max(k22-avg, 0.0);
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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);
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c11 = mix(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0));
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c11 = mix(d11, c11, SMART);
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FragColor = vec4(c11,1.0);
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}
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