slang-shaders/denoisers/shaders/fast-bilateral-3d.slang

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#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.);
}