slang-shaders/include/blur-functions.h
2016-10-07 10:56:36 -05:00

1277 lines
65 KiB
C

#ifndef BLUR_FUNCTIONS_H
#define BLUR_FUNCTIONS_H
///////////////////////////////// MIT LICENSE ////////////////////////////////
// Copyright (C) 2014 TroggleMonkey
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
///////////////////////////////// DESCRIPTION ////////////////////////////////
// This file provides reusable one-pass and separable (two-pass) blurs.
// Requires: All blurs share these requirements (dxdy requirement is split):
// 1.) All requirements of gamma-management.h must be satisfied!
// 2.) filter_linearN must == "true" in your .cgp preset unless
// you're using tex2DblurNresize at 1x scale.
// 3.) mipmap_inputN must == "true" in your .cgp preset if
// IN.output_size < IN.video_size.
// 4.) IN.output_size == IN.video_size / pow(2, M), where M is some
// positive integer. tex2Dblur*resize can resize arbitrarily
// (and the blur will be done after resizing), but arbitrary
// resizes "fail" with other blurs due to the way they mix
// static weights with bilinear sample exploitation.
// 5.) In general, dxdy should contain the uv pixel spacing:
// dxdy = (IN.video_size/IN.output_size)/IN.texture_size
// 6.) For separable blurs (tex2DblurNresize and tex2DblurNfast),
// zero out the dxdy component in the unblurred dimension:
// dxdy = vec2(dxdy.x, 0.0) or vec2(0.0, dxdy.y)
// Many blurs share these requirements:
// 1.) One-pass blurs require scale_xN == scale_yN or scales > 1.0,
// or they will blur more in the lower-scaled dimension.
// 2.) One-pass shared sample blurs require ddx(), ddy(), and
// tex2Dlod() to be supported by the current Cg profile, and
// the drivers must support high-quality derivatives.
// 3.) One-pass shared sample blurs require:
// tex_uv.w == log2(IN.video_size/IN.output_size).y;
// Non-wrapper blurs share this requirement:
// 1.) sigma is the intended standard deviation of the blur
// Wrapper blurs share this requirement, which is automatically
// met (unless OVERRIDE_BLUR_STD_DEVS is #defined; see below):
// 1.) blurN_std_dev must be global static const float values
// specifying standard deviations for Nx blurs in units
// of destination pixels
// Optional: 1.) The including file (or an earlier included file) may
// optionally #define USE_BINOMIAL_BLUR_STD_DEVS to replace
// default standard deviations with those matching a binomial
// distribution. (See below for details/properties.)
// 2.) The including file (or an earlier included file) may
// optionally #define OVERRIDE_BLUR_STD_DEVS and override:
// static const float blur3_std_dev
// static const float blur4_std_dev
// static const float blur5_std_dev
// static const float blur6_std_dev
// static const float blur7_std_dev
// static const float blur8_std_dev
// static const float blur9_std_dev
// static const float blur10_std_dev
// static const float blur11_std_dev
// static const float blur12_std_dev
// static const float blur17_std_dev
// static const float blur25_std_dev
// static const float blur31_std_dev
// static const float blur43_std_dev
// 3.) The including file (or an earlier included file) may
// optionally #define OVERRIDE_ERROR_BLURRING and override:
// static const float error_blurring
// This tuning value helps mitigate weighting errors from one-
// pass shared-sample blurs sharing bilinear samples between
// fragments. Values closer to 0.0 have "correct" blurriness
// but allow more artifacts, and values closer to 1.0 blur away
// artifacts by sampling closer to halfway between texels.
// UPDATE 6/21/14: The above static constants may now be overridden
// by non-static uniform constants. This permits exposing blur
// standard deviations as runtime GUI shader parameters. However,
// using them keeps weights from being statically computed, and the
// speed hit depends on the blur: On my machine, uniforms kill over
// 53% of the framerate with tex2Dblur12x12shared, but they only
// drop the framerate by about 18% with tex2Dblur11fast.
// Quality and Performance Comparisons:
// For the purposes of the following discussion, "no sRGB" means
// GAMMA_ENCODE_EVERY_FBO is #defined, and "sRGB" means it isn't.
// 1.) tex2DblurNfast is always faster than tex2DblurNresize.
// 2.) tex2DblurNresize functions are the only ones that can arbitrarily resize
// well, because they're the only ones that don't exploit bilinear samples.
// This also means they're the only functions which can be truly gamma-
// correct without linear (or sRGB FBO) input, but only at 1x scale.
// 3.) One-pass shared sample blurs only have a speed advantage without sRGB.
// They also have some inaccuracies due to their shared-[bilinear-]sample
// design, which grow increasingly bothersome for smaller blurs and higher-
// frequency source images (relative to their resolution). I had high
// hopes for them, but their most realistic use case is limited to quickly
// reblurring an already blurred input at full resolution. Otherwise:
// a.) If you're blurring a low-resolution source, you want a better blur.
// b.) If you're blurring a lower mipmap, you want a better blur.
// c.) If you're blurring a high-resolution, high-frequency source, you
// want a better blur.
// 4.) The one-pass blurs without shared samples grow slower for larger blurs,
// but they're competitive with separable blurs at 5x5 and smaller, and
// even tex2Dblur7x7 isn't bad if you're wanting to conserve passes.
// Here are some framerates from a GeForce 8800GTS. The first pass resizes to
// viewport size (4x in this test) and linearizes for sRGB codepaths, and the
// remaining passes perform 6 full blurs. Mipmapped tests are performed at the
// same scale, so they just measure the cost of mipmapping each FBO (only every
// other FBO is mipmapped for separable blurs, to mimic realistic usage).
// Mipmap Neither sRGB+Mipmap sRGB Function
// 76.0 92.3 131.3 193.7 tex2Dblur3fast
// 63.2 74.4 122.4 175.5 tex2Dblur3resize
// 93.7 121.2 159.3 263.2 tex2Dblur3x3
// 59.7 68.7 115.4 162.1 tex2Dblur3x3resize
// 63.2 74.4 122.4 175.5 tex2Dblur5fast
// 49.3 54.8 100.0 132.7 tex2Dblur5resize
// 59.7 68.7 115.4 162.1 tex2Dblur5x5
// 64.9 77.2 99.1 137.2 tex2Dblur6x6shared
// 55.8 63.7 110.4 151.8 tex2Dblur7fast
// 39.8 43.9 83.9 105.8 tex2Dblur7resize
// 40.0 44.2 83.2 104.9 tex2Dblur7x7
// 56.4 65.5 71.9 87.9 tex2Dblur8x8shared
// 49.3 55.1 99.9 132.5 tex2Dblur9fast
// 33.3 36.2 72.4 88.0 tex2Dblur9resize
// 27.8 29.7 61.3 72.2 tex2Dblur9x9
// 37.2 41.1 52.6 60.2 tex2Dblur10x10shared
// 44.4 49.5 91.3 117.8 tex2Dblur11fast
// 28.8 30.8 63.6 75.4 tex2Dblur11resize
// 33.6 36.5 40.9 45.5 tex2Dblur12x12shared
// TODO: Fill in benchmarks for new untested blurs.
// tex2Dblur17fast
// tex2Dblur25fast
// tex2Dblur31fast
// tex2Dblur43fast
// tex2Dblur3x3resize
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
// Set static standard deviations, but allow users to override them with their
// own constants (even non-static uniforms if they're okay with the speed hit):
#ifndef OVERRIDE_BLUR_STD_DEVS
// blurN_std_dev values are specified in terms of dxdy strides.
#ifdef USE_BINOMIAL_BLUR_STD_DEVS
// By request, we can define standard deviations corresponding to a
// binomial distribution with p = 0.5 (related to Pascal's triangle).
// This distribution works such that blurring multiple times should
// have the same result as a single larger blur. These values are
// larger than default for blurs up to 6x and smaller thereafter.
const float blur3_std_dev = 0.84931640625;
const float blur4_std_dev = 0.84931640625;
const float blur5_std_dev = 1.0595703125;
const float blur6_std_dev = 1.06591796875;
const float blur7_std_dev = 1.17041015625;
const float blur8_std_dev = 1.1720703125;
const float blur9_std_dev = 1.2259765625;
const float blur10_std_dev = 1.21982421875;
const float blur11_std_dev = 1.25361328125;
const float blur12_std_dev = 1.2423828125;
const float blur17_std_dev = 1.27783203125;
const float blur25_std_dev = 1.2810546875;
const float blur31_std_dev = 1.28125;
const float blur43_std_dev = 1.28125;
#else
// The defaults are the largest values that keep the largest unused
// blur term on each side <= 1.0/256.0. (We could get away with more
// or be more conservative, but this compromise is pretty reasonable.)
const float blur3_std_dev = 0.62666015625;
const float blur4_std_dev = 0.66171875;
const float blur5_std_dev = 0.9845703125;
const float blur6_std_dev = 1.02626953125;
const float blur7_std_dev = 1.36103515625;
const float blur8_std_dev = 1.4080078125;
const float blur9_std_dev = 1.7533203125;
const float blur10_std_dev = 1.80478515625;
const float blur11_std_dev = 2.15986328125;
const float blur12_std_dev = 2.215234375;
const float blur17_std_dev = 3.45535583496;
const float blur25_std_dev = 5.3409576416;
const float blur31_std_dev = 6.86488037109;
const float blur43_std_dev = 10.1852050781;
#endif // USE_BINOMIAL_BLUR_STD_DEVS
#endif // OVERRIDE_BLUR_STD_DEVS
#ifndef OVERRIDE_ERROR_BLURRING
// error_blurring should be in [0.0, 1.0]. Higher values reduce ringing
// in shared-sample blurs but increase blurring and feature shifting.
const float error_blurring = 0.5;
#endif
// Make a length squared helper macro (for usage with static constants):
#define LENGTH_SQ(vec) (dot(vec, vec))
////////////////////////////////// INCLUDES //////////////////////////////////
// gamma-management.h relies on pass-specific settings to guide its behavior:
// FIRST_PASS, LAST_PASS, GAMMA_ENCODE_EVERY_FBO, etc. See it for details.
#include "gamma-management.h"
//#include "quad-pixel-communication.h"
#include "special-functions.h"
/////////////////////////////////// HELPERS //////////////////////////////////
vec4 uv2_to_uv4(vec2 tex_uv)
{
// Make a vec2 uv offset safe for adding to vec4 tex2Dlod coords:
return vec4(tex_uv, 0.0, 0.0);
}
// Make a length squared helper macro (for usage with static constants):
#define LENGTH_SQ(vec) (dot(vec, vec))
float get_fast_gaussian_weight_sum_inv(const float sigma)
{
// We can use the Gaussian integral to calculate the asymptotic weight for
// the center pixel. Since the unnormalized center pixel weight is 1.0,
// the normalized weight is the same as the weight sum inverse. Given a
// large enough blur (9+), the asymptotic weight sum is close and faster:
// center_weight = 0.5 *
// (erf(0.5/(sigma*sqrt(2.0))) - erf(-0.5/(sigma*sqrt(2.0))))
// erf(-x) == -erf(x), so we get 0.5 * (2.0 * erf(blah blah)):
// However, we can get even faster results with curve-fitting. These are
// also closer than the asymptotic results, because they were constructed
// from 64 blurs sizes from [3, 131) and 255 equally-spaced sigmas from
// (0, blurN_std_dev), so the results for smaller sigmas are biased toward
// smaller blurs. The max error is 0.0031793913.
// Relative FPS: 134.3 with erf, 135.8 with curve-fitting.
//static const float temp = 0.5/sqrt(2.0);
//return erf(temp/sigma);
return min(exp(exp(0.348348412457428/
(sigma - 0.0860587260734721))), 0.399334576340352/sigma);
}
//////////////////// ARBITRARILY RESIZABLE SEPARABLE BLURS ///////////////////
vec3 tex2Dblur11resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 11x Gaussian blurred texture lookup using a 11-tap blur.
// It may be mipmapped depending on settings and dxdy.
// Calculate Gaussian blur kernel weights and a normalization factor for
// distances of 0-4, ignoring constant factors (since we're normalizing).
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float w5 = exp(-25.0 * denom_inv);
const float weight_sum_inv = 1.0 /
(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5));
// Statically normalize weights, sum weighted samples, and return. Blurs are
// currently optimized for dynamic weights.
vec3 sum = vec3(0.0);
sum += w5 * tex2D_linearize(tex, tex_uv - 5.0 * dxdy).rgb;
sum += w4 * tex2D_linearize(tex, tex_uv - 4.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv - 3.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv + 3.0 * dxdy).rgb;
sum += w4 * tex2D_linearize(tex, tex_uv + 4.0 * dxdy).rgb;
sum += w5 * tex2D_linearize(tex, tex_uv + 5.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur9resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 9x Gaussian blurred texture lookup using a 9-tap blur.
// It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4));
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w4 * tex2D_linearize(tex, tex_uv - 4.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv - 3.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv + 3.0 * dxdy).rgb;
sum += w4 * tex2D_linearize(tex, tex_uv + 4.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur7resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 7x Gaussian blurred texture lookup using a 7-tap blur.
// It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3));
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w3 * tex2D_linearize(tex, tex_uv - 3.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv + 3.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur5resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 5x Gaussian blurred texture lookup using a 5-tap blur.
// It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2));
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur3resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 3x Gaussian blurred texture lookup using a 3-tap blur.
// It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * w1);
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
/////////////////////////// FAST SEPARABLE BLURS ///////////////////////////
vec3 tex2Dblur11fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: 1.) Global requirements must be met (see file description).
// 2.) filter_linearN must = "true" in your .cgp file.
// 3.) For gamma-correct bilinear filtering, global
// gamma_aware_bilinear == true (from gamma-management.h)
// Returns: A 1D 11x Gaussian blurred texture lookup using 6 linear
// taps. It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float w5 = exp(-25.0 * denom_inv);
const float weight_sum_inv = 1.0 /
(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5));
// Calculate combined weights and linear sample ratios between texel pairs.
// The center texel (with weight w0) is used twice, so halve its weight.
const float w01 = w0 * 0.5 + w1;
const float w23 = w2 + w3;
const float w45 = w4 + w5;
const float w01_ratio = w1/w01;
const float w23_ratio = w3/w23;
const float w45_ratio = w5/w45;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w45 * tex2D_linearize(tex, tex_uv - (4.0 + w45_ratio) * dxdy).rgb;
sum += w23 * tex2D_linearize(tex, tex_uv - (2.0 + w23_ratio) * dxdy).rgb;
sum += w01 * tex2D_linearize(tex, tex_uv - w01_ratio * dxdy).rgb;
sum += w01 * tex2D_linearize(tex, tex_uv + w01_ratio * dxdy).rgb;
sum += w23 * tex2D_linearize(tex, tex_uv + (2.0 + w23_ratio) * dxdy).rgb;
sum += w45 * tex2D_linearize(tex, tex_uv + (4.0 + w45_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur17fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 17x Gaussian blurred texture lookup using 1 nearest
// neighbor and 8 linear taps. It may be mipmapped depending
// on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float w5 = exp(-25.0 * denom_inv);
const float w6 = exp(-36.0 * denom_inv);
const float w7 = exp(-49.0 * denom_inv);
const float w8 = exp(-64.0 * denom_inv);
//const float weight_sum_inv = 1.0 / (w0 + 2.0 * (
// w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8));
const float weight_sum_inv = get_fast_gaussian_weight_sum_inv(sigma);
// Calculate combined weights and linear sample ratios between texel pairs.
const float w1_2 = w1 + w2;
const float w3_4 = w3 + w4;
const float w5_6 = w5 + w6;
const float w7_8 = w7 + w8;
const float w1_2_ratio = w2/w1_2;
const float w3_4_ratio = w4/w3_4;
const float w5_6_ratio = w6/w5_6;
const float w7_8_ratio = w8/w7_8;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w7_8 * tex2D_linearize(tex, tex_uv - (7.0 + w7_8_ratio) * dxdy).rgb;
sum += w5_6 * tex2D_linearize(tex, tex_uv - (5.0 + w5_6_ratio) * dxdy).rgb;
sum += w3_4 * tex2D_linearize(tex, tex_uv - (3.0 + w3_4_ratio) * dxdy).rgb;
sum += w1_2 * tex2D_linearize(tex, tex_uv - (1.0 + w1_2_ratio) * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1_2 * tex2D_linearize(tex, tex_uv + (1.0 + w1_2_ratio) * dxdy).rgb;
sum += w3_4 * tex2D_linearize(tex, tex_uv + (3.0 + w3_4_ratio) * dxdy).rgb;
sum += w5_6 * tex2D_linearize(tex, tex_uv + (5.0 + w5_6_ratio) * dxdy).rgb;
sum += w7_8 * tex2D_linearize(tex, tex_uv + (7.0 + w7_8_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur25fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 25x Gaussian blurred texture lookup using 1 nearest
// neighbor and 12 linear taps. It may be mipmapped depending
// on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float w5 = exp(-25.0 * denom_inv);
const float w6 = exp(-36.0 * denom_inv);
const float w7 = exp(-49.0 * denom_inv);
const float w8 = exp(-64.0 * denom_inv);
const float w9 = exp(-81.0 * denom_inv);
const float w10 = exp(-100.0 * denom_inv);
const float w11 = exp(-121.0 * denom_inv);
const float w12 = exp(-144.0 * denom_inv);
//const float weight_sum_inv = 1.0 / (w0 + 2.0 * (
// w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 + w11 + w12));
const float weight_sum_inv = get_fast_gaussian_weight_sum_inv(sigma);
// Calculate combined weights and linear sample ratios between texel pairs.
const float w1_2 = w1 + w2;
const float w3_4 = w3 + w4;
const float w5_6 = w5 + w6;
const float w7_8 = w7 + w8;
const float w9_10 = w9 + w10;
const float w11_12 = w11 + w12;
const float w1_2_ratio = w2/w1_2;
const float w3_4_ratio = w4/w3_4;
const float w5_6_ratio = w6/w5_6;
const float w7_8_ratio = w8/w7_8;
const float w9_10_ratio = w10/w9_10;
const float w11_12_ratio = w12/w11_12;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w11_12 * tex2D_linearize(tex, tex_uv - (11.0 + w11_12_ratio) * dxdy).rgb;
sum += w9_10 * tex2D_linearize(tex, tex_uv - (9.0 + w9_10_ratio) * dxdy).rgb;
sum += w7_8 * tex2D_linearize(tex, tex_uv - (7.0 + w7_8_ratio) * dxdy).rgb;
sum += w5_6 * tex2D_linearize(tex, tex_uv - (5.0 + w5_6_ratio) * dxdy).rgb;
sum += w3_4 * tex2D_linearize(tex, tex_uv - (3.0 + w3_4_ratio) * dxdy).rgb;
sum += w1_2 * tex2D_linearize(tex, tex_uv - (1.0 + w1_2_ratio) * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1_2 * tex2D_linearize(tex, tex_uv + (1.0 + w1_2_ratio) * dxdy).rgb;
sum += w3_4 * tex2D_linearize(tex, tex_uv + (3.0 + w3_4_ratio) * dxdy).rgb;
sum += w5_6 * tex2D_linearize(tex, tex_uv + (5.0 + w5_6_ratio) * dxdy).rgb;
sum += w7_8 * tex2D_linearize(tex, tex_uv + (7.0 + w7_8_ratio) * dxdy).rgb;
sum += w9_10 * tex2D_linearize(tex, tex_uv + (9.0 + w9_10_ratio) * dxdy).rgb;
sum += w11_12 * tex2D_linearize(tex, tex_uv + (11.0 + w11_12_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur31fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 31x Gaussian blurred texture lookup using 16 linear
// taps. It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float w5 = exp(-25.0 * denom_inv);
const float w6 = exp(-36.0 * denom_inv);
const float w7 = exp(-49.0 * denom_inv);
const float w8 = exp(-64.0 * denom_inv);
const float w9 = exp(-81.0 * denom_inv);
const float w10 = exp(-100.0 * denom_inv);
const float w11 = exp(-121.0 * denom_inv);
const float w12 = exp(-144.0 * denom_inv);
const float w13 = exp(-169.0 * denom_inv);
const float w14 = exp(-196.0 * denom_inv);
const float w15 = exp(-225.0 * denom_inv);
//const float weight_sum_inv = 1.0 /
// (w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 +
// w9 + w10 + w11 + w12 + w13 + w14 + w15));
const float weight_sum_inv = get_fast_gaussian_weight_sum_inv(sigma);
// Calculate combined weights and linear sample ratios between texel pairs.
// The center texel (with weight w0) is used twice, so halve its weight.
const float w0_1 = w0 * 0.5 + w1;
const float w2_3 = w2 + w3;
const float w4_5 = w4 + w5;
const float w6_7 = w6 + w7;
const float w8_9 = w8 + w9;
const float w10_11 = w10 + w11;
const float w12_13 = w12 + w13;
const float w14_15 = w14 + w15;
const float w0_1_ratio = w1/w0_1;
const float w2_3_ratio = w3/w2_3;
const float w4_5_ratio = w5/w4_5;
const float w6_7_ratio = w7/w6_7;
const float w8_9_ratio = w9/w8_9;
const float w10_11_ratio = w11/w10_11;
const float w12_13_ratio = w13/w12_13;
const float w14_15_ratio = w15/w14_15;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w14_15 * tex2D_linearize(tex, tex_uv - (14.0 + w14_15_ratio) * dxdy).rgb;
sum += w12_13 * tex2D_linearize(tex, tex_uv - (12.0 + w12_13_ratio) * dxdy).rgb;
sum += w10_11 * tex2D_linearize(tex, tex_uv - (10.0 + w10_11_ratio) * dxdy).rgb;
sum += w8_9 * tex2D_linearize(tex, tex_uv - (8.0 + w8_9_ratio) * dxdy).rgb;
sum += w6_7 * tex2D_linearize(tex, tex_uv - (6.0 + w6_7_ratio) * dxdy).rgb;
sum += w4_5 * tex2D_linearize(tex, tex_uv - (4.0 + w4_5_ratio) * dxdy).rgb;
sum += w2_3 * tex2D_linearize(tex, tex_uv - (2.0 + w2_3_ratio) * dxdy).rgb;
sum += w0_1 * tex2D_linearize(tex, tex_uv - w0_1_ratio * dxdy).rgb;
sum += w0_1 * tex2D_linearize(tex, tex_uv + w0_1_ratio * dxdy).rgb;
sum += w2_3 * tex2D_linearize(tex, tex_uv + (2.0 + w2_3_ratio) * dxdy).rgb;
sum += w4_5 * tex2D_linearize(tex, tex_uv + (4.0 + w4_5_ratio) * dxdy).rgb;
sum += w6_7 * tex2D_linearize(tex, tex_uv + (6.0 + w6_7_ratio) * dxdy).rgb;
sum += w8_9 * tex2D_linearize(tex, tex_uv + (8.0 + w8_9_ratio) * dxdy).rgb;
sum += w10_11 * tex2D_linearize(tex, tex_uv + (10.0 + w10_11_ratio) * dxdy).rgb;
sum += w12_13 * tex2D_linearize(tex, tex_uv + (12.0 + w12_13_ratio) * dxdy).rgb;
sum += w14_15 * tex2D_linearize(tex, tex_uv + (14.0 + w14_15_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur43fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 43x Gaussian blurred texture lookup using 22 linear
// taps. It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float w5 = exp(-25.0 * denom_inv);
const float w6 = exp(-36.0 * denom_inv);
const float w7 = exp(-49.0 * denom_inv);
const float w8 = exp(-64.0 * denom_inv);
const float w9 = exp(-81.0 * denom_inv);
const float w10 = exp(-100.0 * denom_inv);
const float w11 = exp(-121.0 * denom_inv);
const float w12 = exp(-144.0 * denom_inv);
const float w13 = exp(-169.0 * denom_inv);
const float w14 = exp(-196.0 * denom_inv);
const float w15 = exp(-225.0 * denom_inv);
const float w16 = exp(-256.0 * denom_inv);
const float w17 = exp(-289.0 * denom_inv);
const float w18 = exp(-324.0 * denom_inv);
const float w19 = exp(-361.0 * denom_inv);
const float w20 = exp(-400.0 * denom_inv);
const float w21 = exp(-441.0 * denom_inv);
//const float weight_sum_inv = 1.0 /
// (w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 + w11 +
// w12 + w13 + w14 + w15 + w16 + w17 + w18 + w19 + w20 + w21));
const float weight_sum_inv = get_fast_gaussian_weight_sum_inv(sigma);
// Calculate combined weights and linear sample ratios between texel pairs.
// The center texel (with weight w0) is used twice, so halve its weight.
const float w0_1 = w0 * 0.5 + w1;
const float w2_3 = w2 + w3;
const float w4_5 = w4 + w5;
const float w6_7 = w6 + w7;
const float w8_9 = w8 + w9;
const float w10_11 = w10 + w11;
const float w12_13 = w12 + w13;
const float w14_15 = w14 + w15;
const float w16_17 = w16 + w17;
const float w18_19 = w18 + w19;
const float w20_21 = w20 + w21;
const float w0_1_ratio = w1/w0_1;
const float w2_3_ratio = w3/w2_3;
const float w4_5_ratio = w5/w4_5;
const float w6_7_ratio = w7/w6_7;
const float w8_9_ratio = w9/w8_9;
const float w10_11_ratio = w11/w10_11;
const float w12_13_ratio = w13/w12_13;
const float w14_15_ratio = w15/w14_15;
const float w16_17_ratio = w17/w16_17;
const float w18_19_ratio = w19/w18_19;
const float w20_21_ratio = w21/w20_21;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w20_21 * tex2D_linearize(tex, tex_uv - (20.0 + w20_21_ratio) * dxdy).rgb;
sum += w18_19 * tex2D_linearize(tex, tex_uv - (18.0 + w18_19_ratio) * dxdy).rgb;
sum += w16_17 * tex2D_linearize(tex, tex_uv - (16.0 + w16_17_ratio) * dxdy).rgb;
sum += w14_15 * tex2D_linearize(tex, tex_uv - (14.0 + w14_15_ratio) * dxdy).rgb;
sum += w12_13 * tex2D_linearize(tex, tex_uv - (12.0 + w12_13_ratio) * dxdy).rgb;
sum += w10_11 * tex2D_linearize(tex, tex_uv - (10.0 + w10_11_ratio) * dxdy).rgb;
sum += w8_9 * tex2D_linearize(tex, tex_uv - (8.0 + w8_9_ratio) * dxdy).rgb;
sum += w6_7 * tex2D_linearize(tex, tex_uv - (6.0 + w6_7_ratio) * dxdy).rgb;
sum += w4_5 * tex2D_linearize(tex, tex_uv - (4.0 + w4_5_ratio) * dxdy).rgb;
sum += w2_3 * tex2D_linearize(tex, tex_uv - (2.0 + w2_3_ratio) * dxdy).rgb;
sum += w0_1 * tex2D_linearize(tex, tex_uv - w0_1_ratio * dxdy).rgb;
sum += w0_1 * tex2D_linearize(tex, tex_uv + w0_1_ratio * dxdy).rgb;
sum += w2_3 * tex2D_linearize(tex, tex_uv + (2.0 + w2_3_ratio) * dxdy).rgb;
sum += w4_5 * tex2D_linearize(tex, tex_uv + (4.0 + w4_5_ratio) * dxdy).rgb;
sum += w6_7 * tex2D_linearize(tex, tex_uv + (6.0 + w6_7_ratio) * dxdy).rgb;
sum += w8_9 * tex2D_linearize(tex, tex_uv + (8.0 + w8_9_ratio) * dxdy).rgb;
sum += w10_11 * tex2D_linearize(tex, tex_uv + (10.0 + w10_11_ratio) * dxdy).rgb;
sum += w12_13 * tex2D_linearize(tex, tex_uv + (12.0 + w12_13_ratio) * dxdy).rgb;
sum += w14_15 * tex2D_linearize(tex, tex_uv + (14.0 + w14_15_ratio) * dxdy).rgb;
sum += w16_17 * tex2D_linearize(tex, tex_uv + (16.0 + w16_17_ratio) * dxdy).rgb;
sum += w18_19 * tex2D_linearize(tex, tex_uv + (18.0 + w18_19_ratio) * dxdy).rgb;
sum += w20_21 * tex2D_linearize(tex, tex_uv + (20.0 + w20_21_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur3fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 3x Gaussian blurred texture lookup using 2 linear
// taps. It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * w1);
// Calculate combined weights and linear sample ratios between texel pairs.
// The center texel (with weight w0) is used twice, so halve its weight.
const float w01 = w0 * 0.5 + w1;
const float w01_ratio = w1/w01;
// Weights for all samples are the same, so just average them:
return 0.5 * (
tex2D_linearize(tex, tex_uv - w01_ratio * dxdy).rgb +
tex2D_linearize(tex, tex_uv + w01_ratio * dxdy).rgb);
}
vec3 tex2Dblur5fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 5x Gaussian blurred texture lookup using 1 nearest
// neighbor and 2 linear taps. It may be mipmapped depending
// on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2));
// Calculate combined weights and linear sample ratios between texel pairs.
const float w12 = w1 + w2;
const float w12_ratio = w2/w12;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w12 * tex2D_linearize(tex, tex_uv - (1.0 + w12_ratio) * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w12 * tex2D_linearize(tex, tex_uv + (1.0 + w12_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur7fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 7x Gaussian blurred texture lookup using 4 linear
// taps. It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3));
// Calculate combined weights and linear sample ratios between texel pairs.
// The center texel (with weight w0) is used twice, so halve its weight.
const float w01 = w0 * 0.5 + w1;
const float w23 = w2 + w3;
const float w01_ratio = w1/w01;
const float w23_ratio = w3/w23;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w23 * tex2D_linearize(tex, tex_uv - (2.0 + w23_ratio) * dxdy).rgb;
sum += w01 * tex2D_linearize(tex, tex_uv - w01_ratio * dxdy).rgb;
sum += w01 * tex2D_linearize(tex, tex_uv + w01_ratio * dxdy).rgb;
sum += w23 * tex2D_linearize(tex, tex_uv + (2.0 + w23_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
//////////////////// ARBITRARILY RESIZABLE ONE-PASS BLURS ////////////////////
vec3 tex2Dblur3x3resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 3x3 Gaussian blurred mipmapped texture lookup of the
// resized input.
// Description:
// This is the only arbitrarily resizable one-pass blur; tex2Dblur5x5resize
// would perform like tex2Dblur9x9, MUCH slower than tex2Dblur5resize.
const float denom_inv = 0.5/(sigma*sigma);
// Load each sample. We need all 3x3 samples. Quad-pixel communication
// won't help either: This should perform like tex2Dblur5x5, but sharing a
// 4x4 sample field would perform more like tex2Dblur8x8shared (worse).
const vec2 sample4_uv = tex_uv;
const vec2 dx = vec2(dxdy.x, 0.0);
const vec2 dy = vec2(0.0, dxdy.y);
const vec2 sample1_uv = sample4_uv - dy;
const vec2 sample7_uv = sample4_uv + dy;
const vec3 sample0 = tex2D_linearize(tex, sample1_uv - dx).rgb;
const vec3 sample1 = tex2D_linearize(tex, sample1_uv).rgb;
const vec3 sample2 = tex2D_linearize(tex, sample1_uv + dx).rgb;
const vec3 sample3 = tex2D_linearize(tex, sample4_uv - dx).rgb;
const vec3 sample4 = tex2D_linearize(tex, sample4_uv).rgb;
const vec3 sample5 = tex2D_linearize(tex, sample4_uv + dx).rgb;
const vec3 sample6 = tex2D_linearize(tex, sample7_uv - dx).rgb;
const vec3 sample7 = tex2D_linearize(tex, sample7_uv).rgb;
const vec3 sample8 = tex2D_linearize(tex, sample7_uv + dx).rgb;
// Statically compute Gaussian sample weights:
const float w4 = 1.0;
const float w1_3_5_7 = exp(-LENGTH_SQ(vec2(1.0, 0.0)) * denom_inv);
const float w0_2_6_8 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv);
const float weight_sum_inv = 1.0/(w4 + 4.0 * (w1_3_5_7 + w0_2_6_8));
// Weight and sum the samples:
const vec3 sum = w4 * sample4 +
w1_3_5_7 * (sample1 + sample3 + sample5 + sample7) +
w0_2_6_8 * (sample0 + sample2 + sample6 + sample8);
return sum * weight_sum_inv;
}
// Resizable one-pass blurs:
vec3 tex2Dblur3x3resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur3x3resize(texture, tex_uv, dxdy, blur3_std_dev);
}
vec3 tex2Dblur9fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 9x Gaussian blurred texture lookup using 1 nearest
// neighbor and 4 linear taps. It may be mipmapped depending
// on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4));
// Calculate combined weights and linear sample ratios between texel pairs.
const float w12 = w1 + w2;
const float w34 = w3 + w4;
const float w12_ratio = w2/w12;
const float w34_ratio = w4/w34;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w34 * tex2D_linearize(tex, tex_uv - (3.0 + w34_ratio) * dxdy).rgb;
sum += w12 * tex2D_linearize(tex, tex_uv - (1.0 + w12_ratio) * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w12 * tex2D_linearize(tex, tex_uv + (1.0 + w12_ratio) * dxdy).rgb;
sum += w34 * tex2D_linearize(tex, tex_uv + (3.0 + w34_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur9x9(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Perform a 1-pass 9x9 blur with 5x5 bilinear samples.
// Requires: Same as tex2Dblur9()
// Returns: A 9x9 Gaussian blurred mipmapped texture lookup composed of
// 5x5 carefully selected bilinear samples.
// Description:
// Perform a 1-pass 9x9 blur with 5x5 bilinear samples. Adjust the
// bilinear sample location to reflect the true Gaussian weights for each
// underlying texel. The following diagram illustrates the relative
// locations of bilinear samples. Each sample with the same number has the
// same weight (notice the symmetry). The letters a, b, c, d distinguish
// quadrants, and the letters U, D, L, R, C (up, down, left, right, center)
// distinguish 1D directions along the line containing the pixel center:
// 6a 5a 2U 5b 6b
// 4a 3a 1U 3b 4b
// 2L 1L 0C 1R 2R
// 4c 3c 1D 3d 4d
// 6c 5c 2D 5d 6d
// The following diagram illustrates the underlying equally spaced texels,
// named after the sample that accesses them and subnamed by their location
// within their 2x2, 2x1, 1x2, or 1x1 texel block:
// 6a4 6a3 5a4 5a3 2U2 5b3 5b4 6b3 6b4
// 6a2 6a1 5a2 5a1 2U1 5b1 5b2 6b1 6b2
// 4a4 4a3 3a4 3a3 1U2 3b3 3b4 4b3 4b4
// 4a2 4a1 3a2 3a1 1U1 3b1 3b2 4b1 4b2
// 2L2 2L1 1L2 1L1 0C1 1R1 1R2 2R1 2R2
// 4c2 4c1 3c2 3c1 1D1 3d1 3d2 4d1 4d2
// 4c4 4c3 3c4 3c3 1D2 3d3 3d4 4d3 4d4
// 6c2 6c1 5c2 5c1 2D1 5d1 5d2 6d1 6d2
// 6c4 6c3 5c4 5c3 2D2 5d3 5d4 6d3 6d4
// Note there is only one C texel and only two texels for each U, D, L, or
// R sample. The center sample is effectively a nearest neighbor sample,
// and the U/D/L/R samples use 1D linear filtering. All other texels are
// read with bilinear samples somewhere within their 2x2 texel blocks.
// COMPUTE TEXTURE COORDS:
// Statically compute sampling offsets within each 2x2 texel block, based
// on 1D sampling ratios between texels [1, 2] and [3, 4] texels away from
// the center, and reuse them independently for both dimensions. Compute
// these offsets based on the relative 1D Gaussian weights of the texels
// in question. (w1off means "Gaussian weight for the texel 1.0 texels
// away from the pixel center," etc.).
const float denom_inv = 0.5/(sigma*sigma);
const float w1off = exp(-1.0 * denom_inv);
const float w2off = exp(-4.0 * denom_inv);
const float w3off = exp(-9.0 * denom_inv);
const float w4off = exp(-16.0 * denom_inv);
const float texel1to2ratio = w2off/(w1off + w2off);
const float texel3to4ratio = w4off/(w3off + w4off);
// Statically compute texel offsets from the fragment center to each
// bilinear sample in the bottom-right quadrant, including x-axis-aligned:
const vec2 sample1R_texel_offset = vec2(1.0, 0.0) + vec2(texel1to2ratio, 0.0);
const vec2 sample2R_texel_offset = vec2(3.0, 0.0) + vec2(texel3to4ratio, 0.0);
const vec2 sample3d_texel_offset = vec2(1.0, 1.0) + vec2(texel1to2ratio, texel1to2ratio);
const vec2 sample4d_texel_offset = vec2(3.0, 1.0) + vec2(texel3to4ratio, texel1to2ratio);
const vec2 sample5d_texel_offset = vec2(1.0, 3.0) + vec2(texel1to2ratio, texel3to4ratio);
const vec2 sample6d_texel_offset = vec2(3.0, 3.0) + vec2(texel3to4ratio, texel3to4ratio);
// CALCULATE KERNEL WEIGHTS FOR ALL SAMPLES:
// Statically compute Gaussian texel weights for the bottom-right quadrant.
// Read underscores as "and."
const float w1R1 = w1off;
const float w1R2 = w2off;
const float w2R1 = w3off;
const float w2R2 = w4off;
const float w3d1 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv);
const float w3d2_3d3 = exp(-LENGTH_SQ(vec2(2.0, 1.0)) * denom_inv);
const float w3d4 = exp(-LENGTH_SQ(vec2(2.0, 2.0)) * denom_inv);
const float w4d1_5d1 = exp(-LENGTH_SQ(vec2(3.0, 1.0)) * denom_inv);
const float w4d2_5d3 = exp(-LENGTH_SQ(vec2(4.0, 1.0)) * denom_inv);
const float w4d3_5d2 = exp(-LENGTH_SQ(vec2(3.0, 2.0)) * denom_inv);
const float w4d4_5d4 = exp(-LENGTH_SQ(vec2(4.0, 2.0)) * denom_inv);
const float w6d1 = exp(-LENGTH_SQ(vec2(3.0, 3.0)) * denom_inv);
const float w6d2_6d3 = exp(-LENGTH_SQ(vec2(4.0, 3.0)) * denom_inv);
const float w6d4 = exp(-LENGTH_SQ(vec2(4.0, 4.0)) * denom_inv);
// Statically add texel weights in each sample to get sample weights:
const float w0 = 1.0;
const float w1 = w1R1 + w1R2;
const float w2 = w2R1 + w2R2;
const float w3 = w3d1 + 2.0 * w3d2_3d3 + w3d4;
const float w4 = w4d1_5d1 + w4d2_5d3 + w4d3_5d2 + w4d4_5d4;
const float w5 = w4;
const float w6 = w6d1 + 2.0 * w6d2_6d3 + w6d4;
// Get the weight sum inverse (normalization factor):
const float weight_sum_inv =
1.0/(w0 + 4.0 * (w1 + w2 + w3 + w4 + w5 + w6));
// LOAD TEXTURE SAMPLES:
// Load all 25 samples (1 nearest, 8 linear, 16 bilinear) using symmetry:
const vec2 mirror_x = vec2(-1.0, 1.0);
const vec2 mirror_y = vec2(1.0, -1.0);
const vec2 mirror_xy = vec2(-1.0, -1.0);
const vec2 dxdy_mirror_x = dxdy * mirror_x;
const vec2 dxdy_mirror_y = dxdy * mirror_y;
const vec2 dxdy_mirror_xy = dxdy * mirror_xy;
// Sampling order doesn't seem to affect performance, so just be clear:
const vec3 sample0C = tex2D_linearize(tex, tex_uv).rgb;
const vec3 sample1R = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset).rgb;
const vec3 sample1D = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset.yx).rgb;
const vec3 sample1L = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset).rgb;
const vec3 sample1U = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset.yx).rgb;
const vec3 sample2R = tex2D_linearize(tex, tex_uv + dxdy * sample2R_texel_offset).rgb;
const vec3 sample2D = tex2D_linearize(tex, tex_uv + dxdy * sample2R_texel_offset.yx).rgb;
const vec3 sample2L = tex2D_linearize(tex, tex_uv - dxdy * sample2R_texel_offset).rgb;
const vec3 sample2U = tex2D_linearize(tex, tex_uv - dxdy * sample2R_texel_offset.yx).rgb;
const vec3 sample3d = tex2D_linearize(tex, tex_uv + dxdy * sample3d_texel_offset).rgb;
const vec3 sample3c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample3d_texel_offset).rgb;
const vec3 sample3b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample3d_texel_offset).rgb;
const vec3 sample3a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample3d_texel_offset).rgb;
const vec3 sample4d = tex2D_linearize(tex, tex_uv + dxdy * sample4d_texel_offset).rgb;
const vec3 sample4c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample4d_texel_offset).rgb;
const vec3 sample4b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample4d_texel_offset).rgb;
const vec3 sample4a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample4d_texel_offset).rgb;
const vec3 sample5d = tex2D_linearize(tex, tex_uv + dxdy * sample5d_texel_offset).rgb;
const vec3 sample5c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample5d_texel_offset).rgb;
const vec3 sample5b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample5d_texel_offset).rgb;
const vec3 sample5a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample5d_texel_offset).rgb;
const vec3 sample6d = tex2D_linearize(tex, tex_uv + dxdy * sample6d_texel_offset).rgb;
const vec3 sample6c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample6d_texel_offset).rgb;
const vec3 sample6b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample6d_texel_offset).rgb;
const vec3 sample6a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample6d_texel_offset).rgb;
// SUM WEIGHTED SAMPLES:
// Statically normalize weights (so total = 1.0), and sum weighted samples.
vec3 sum = w0 * sample0C;
sum += w1 * (sample1R + sample1D + sample1L + sample1U);
sum += w2 * (sample2R + sample2D + sample2L + sample2U);
sum += w3 * (sample3d + sample3c + sample3b + sample3a);
sum += w4 * (sample4d + sample4c + sample4b + sample4a);
sum += w5 * (sample5d + sample5c + sample5b + sample5a);
sum += w6 * (sample6d + sample6c + sample6b + sample6a);
return sum * weight_sum_inv;
}
vec3 tex2Dblur7x7(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Perform a 1-pass 7x7 blur with 5x5 bilinear samples.
// Requires: Same as tex2Dblur9()
// Returns: A 7x7 Gaussian blurred mipmapped texture lookup composed of
// 4x4 carefully selected bilinear samples.
// Description:
// First see the descriptions for tex2Dblur9x9() and tex2Dblur7(). This
// blur mixes concepts from both. The sample layout is as follows:
// 4a 3a 3b 4b
// 2a 1a 1b 2b
// 2c 1c 1d 2d
// 4c 3c 3d 4d
// The texel layout is as follows. Note that samples 3a/3b, 1a/1b, 1c/1d,
// and 3c/3d share a vertical column of texels, and samples 2a/2c, 1a/1c,
// 1b/1d, and 2b/2d share a horizontal row of texels (all sample1's share
// the center texel):
// 4a4 4a3 3a4 3ab3 3b4 4b3 4b4
// 4a2 4a1 3a2 3ab1 3b2 4b1 4b2
// 2a4 2a3 1a4 1ab3 1b4 2b3 2b4
// 2ac2 2ac1 1ac2 1* 1bd2 2bd1 2bd2
// 2c4 2c3 1c4 1cd3 1d4 2d3 2d4
// 4c2 4c1 3c2 3cd1 3d2 4d1 4d2
// 4c4 4c3 3c4 3cd3 3d4 4d3 4d4
// COMPUTE TEXTURE COORDS:
// Statically compute bilinear sampling offsets (details in tex2Dblur9x9).
const float denom_inv = 0.5/(sigma*sigma);
const float w0off = 1.0;
const float w1off = exp(-1.0 * denom_inv);
const float w2off = exp(-4.0 * denom_inv);
const float w3off = exp(-9.0 * denom_inv);
const float texel0to1ratio = w1off/(w0off * 0.5 + w1off);
const float texel2to3ratio = w3off/(w2off + w3off);
// Statically compute texel offsets from the fragment center to each
// bilinear sample in the bottom-right quadrant, including axis-aligned:
const vec2 sample1d_texel_offset = vec2(texel0to1ratio, texel0to1ratio);
const vec2 sample2d_texel_offset = vec2(2.0, 0.0) + vec2(texel2to3ratio, texel0to1ratio);
const vec2 sample3d_texel_offset = vec2(0.0, 2.0) + vec2(texel0to1ratio, texel2to3ratio);
const vec2 sample4d_texel_offset = vec2(2.0, 2.0) + vec2(texel2to3ratio, texel2to3ratio);
// CALCULATE KERNEL WEIGHTS FOR ALL SAMPLES:
// Statically compute Gaussian texel weights for the bottom-right quadrant.
// Read underscores as "and."
const float w1abcd = 1.0;
const float w1bd2_1cd3 = exp(-LENGTH_SQ(vec2(1.0, 0.0)) * denom_inv);
const float w2bd1_3cd1 = exp(-LENGTH_SQ(vec2(2.0, 0.0)) * denom_inv);
const float w2bd2_3cd2 = exp(-LENGTH_SQ(vec2(3.0, 0.0)) * denom_inv);
const float w1d4 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv);
const float w2d3_3d2 = exp(-LENGTH_SQ(vec2(2.0, 1.0)) * denom_inv);
const float w2d4_3d4 = exp(-LENGTH_SQ(vec2(3.0, 1.0)) * denom_inv);
const float w4d1 = exp(-LENGTH_SQ(vec2(2.0, 2.0)) * denom_inv);
const float w4d2_4d3 = exp(-LENGTH_SQ(vec2(3.0, 2.0)) * denom_inv);
const float w4d4 = exp(-LENGTH_SQ(vec2(3.0, 3.0)) * denom_inv);
// Statically add texel weights in each sample to get sample weights.
// Split weights for shared texels between samples sharing them:
const float w1 = w1abcd * 0.25 + w1bd2_1cd3 + w1d4;
const float w2_3 = (w2bd1_3cd1 + w2bd2_3cd2) * 0.5 + w2d3_3d2 + w2d4_3d4;
const float w4 = w4d1 + 2.0 * w4d2_4d3 + w4d4;
// Get the weight sum inverse (normalization factor):
const float weight_sum_inv =
1.0/(4.0 * (w1 + 2.0 * w2_3 + w4));
// LOAD TEXTURE SAMPLES:
// Load all 16 samples using symmetry:
const vec2 mirror_x = vec2(-1.0, 1.0);
const vec2 mirror_y = vec2(1.0, -1.0);
const vec2 mirror_xy = vec2(-1.0, -1.0);
const vec2 dxdy_mirror_x = dxdy * mirror_x;
const vec2 dxdy_mirror_y = dxdy * mirror_y;
const vec2 dxdy_mirror_xy = dxdy * mirror_xy;
const vec3 sample1a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample1d_texel_offset).rgb;
const vec3 sample2a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample2d_texel_offset).rgb;
const vec3 sample3a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample3d_texel_offset).rgb;
const vec3 sample4a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample4d_texel_offset).rgb;
const vec3 sample1b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample1d_texel_offset).rgb;
const vec3 sample2b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample2d_texel_offset).rgb;
const vec3 sample3b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample3d_texel_offset).rgb;
const vec3 sample4b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample4d_texel_offset).rgb;
const vec3 sample1c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample1d_texel_offset).rgb;
const vec3 sample2c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample2d_texel_offset).rgb;
const vec3 sample3c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample3d_texel_offset).rgb;
const vec3 sample4c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample4d_texel_offset).rgb;
const vec3 sample1d = tex2D_linearize(tex, tex_uv + dxdy * sample1d_texel_offset).rgb;
const vec3 sample2d = tex2D_linearize(tex, tex_uv + dxdy * sample2d_texel_offset).rgb;
const vec3 sample3d = tex2D_linearize(tex, tex_uv + dxdy * sample3d_texel_offset).rgb;
const vec3 sample4d = tex2D_linearize(tex, tex_uv + dxdy * sample4d_texel_offset).rgb;
// SUM WEIGHTED SAMPLES:
// Statically normalize weights (so total = 1.0), and sum weighted samples.
vec3 sum = vec3(0.0);
sum += w1 * (sample1a + sample1b + sample1c + sample1d);
sum += w2_3 * (sample2a + sample2b + sample2c + sample2d);
sum += w2_3 * (sample3a + sample3b + sample3c + sample3d);
sum += w4 * (sample4a + sample4b + sample4c + sample4d);
return sum * weight_sum_inv;
}
vec3 tex2Dblur5x5(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Perform a 1-pass 5x5 blur with 3x3 bilinear samples.
// Requires: Same as tex2Dblur9()
// Returns: A 5x5 Gaussian blurred mipmapped texture lookup composed of
// 3x3 carefully selected bilinear samples.
// Description:
// First see the description for tex2Dblur9x9(). This blur uses the same
// concept and sample/texel locations except on a smaller scale. Samples:
// 2a 1U 2b
// 1L 0C 1R
// 2c 1D 2d
// Texels:
// 2a4 2a3 1U2 2b3 2b4
// 2a2 2a1 1U1 2b1 2b2
// 1L2 1L1 0C1 1R1 1R2
// 2c2 2c1 1D1 2d1 2d2
// 2c4 2c3 1D2 2d3 2d4
// COMPUTE TEXTURE COORDS:
// Statically compute bilinear sampling offsets (details in tex2Dblur9x9).
const float denom_inv = 0.5/(sigma*sigma);
const float w1off = exp(-1.0 * denom_inv);
const float w2off = exp(-4.0 * denom_inv);
const float texel1to2ratio = w2off/(w1off + w2off);
// Statically compute texel offsets from the fragment center to each
// bilinear sample in the bottom-right quadrant, including x-axis-aligned:
const vec2 sample1R_texel_offset = vec2(1.0, 0.0) + vec2(texel1to2ratio, 0.0);
const vec2 sample2d_texel_offset = vec2(1.0, 1.0) + vec2(texel1to2ratio, texel1to2ratio);
// CALCULATE KERNEL WEIGHTS FOR ALL SAMPLES:
// Statically compute Gaussian texel weights for the bottom-right quadrant.
// Read underscores as "and."
const float w1R1 = w1off;
const float w1R2 = w2off;
const float w2d1 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv);
const float w2d2_3 = exp(-LENGTH_SQ(vec2(2.0, 1.0)) * denom_inv);
const float w2d4 = exp(-LENGTH_SQ(vec2(2.0, 2.0)) * denom_inv);
// Statically add texel weights in each sample to get sample weights:
const float w0 = 1.0;
const float w1 = w1R1 + w1R2;
const float w2 = w2d1 + 2.0 * w2d2_3 + w2d4;
// Get the weight sum inverse (normalization factor):
const float weight_sum_inv = 1.0/(w0 + 4.0 * (w1 + w2));
// LOAD TEXTURE SAMPLES:
// Load all 9 samples (1 nearest, 4 linear, 4 bilinear) using symmetry:
const vec2 mirror_x = vec2(-1.0, 1.0);
const vec2 mirror_y = vec2(1.0, -1.0);
const vec2 mirror_xy = vec2(-1.0, -1.0);
const vec2 dxdy_mirror_x = dxdy * mirror_x;
const vec2 dxdy_mirror_y = dxdy * mirror_y;
const vec2 dxdy_mirror_xy = dxdy * mirror_xy;
const vec3 sample0C = tex2D_linearize(tex, tex_uv).rgb;
const vec3 sample1R = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset).rgb;
const vec3 sample1D = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset.yx).rgb;
const vec3 sample1L = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset).rgb;
const vec3 sample1U = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset.yx).rgb;
const vec3 sample2d = tex2D_linearize(tex, tex_uv + dxdy * sample2d_texel_offset).rgb;
const vec3 sample2c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample2d_texel_offset).rgb;
const vec3 sample2b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample2d_texel_offset).rgb;
const vec3 sample2a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample2d_texel_offset).rgb;
// SUM WEIGHTED SAMPLES:
// Statically normalize weights (so total = 1.0), and sum weighted samples.
vec3 sum = w0 * sample0C;
sum += w1 * (sample1R + sample1D + sample1L + sample1U);
sum += w2 * (sample2a + sample2b + sample2c + sample2d);
return sum * weight_sum_inv;
}
vec3 tex2Dblur3x3(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Perform a 1-pass 3x3 blur with 5x5 bilinear samples.
// Requires: Same as tex2Dblur9()
// Returns: A 3x3 Gaussian blurred mipmapped texture lookup composed of
// 2x2 carefully selected bilinear samples.
// Description:
// First see the descriptions for tex2Dblur9x9() and tex2Dblur7(). This
// blur mixes concepts from both. The sample layout is as follows:
// 0a 0b
// 0c 0d
// The texel layout is as follows. Note that samples 0a/0b and 0c/0d share
// a vertical column of texels, and samples 0a/0c and 0b/0d share a
// horizontal row of texels (all samples share the center texel):
// 0a3 0ab2 0b3
// 0ac1 0*0 0bd1
// 0c3 0cd2 0d3
// COMPUTE TEXTURE COORDS:
// Statically compute bilinear sampling offsets (details in tex2Dblur9x9).
const float denom_inv = 0.5/(sigma*sigma);
const float w0off = 1.0;
const float w1off = exp(-1.0 * denom_inv);
const float texel0to1ratio = w1off/(w0off * 0.5 + w1off);
// Statically compute texel offsets from the fragment center to each
// bilinear sample in the bottom-right quadrant, including axis-aligned:
const vec2 sample0d_texel_offset = vec2(texel0to1ratio, texel0to1ratio);
// LOAD TEXTURE SAMPLES:
// Load all 4 samples using symmetry:
const vec2 mirror_x = vec2(-1.0, 1.0);
const vec2 mirror_y = vec2(1.0, -1.0);
const vec2 mirror_xy = vec2(-1.0, -1.0);
const vec2 dxdy_mirror_x = dxdy * mirror_x;
const vec2 dxdy_mirror_y = dxdy * mirror_y;
const vec2 dxdy_mirror_xy = dxdy * mirror_xy;
const vec3 sample0a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample0d_texel_offset).rgb;
const vec3 sample0b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample0d_texel_offset).rgb;
const vec3 sample0c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample0d_texel_offset).rgb;
const vec3 sample0d = tex2D_linearize(tex, tex_uv + dxdy * sample0d_texel_offset).rgb;
// SUM WEIGHTED SAMPLES:
// Weights for all samples are the same, so just average them:
return 0.25 * (sample0a + sample0b + sample0c + sample0d);
}
vec3 tex2Dblur9fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur9fast(tex, tex_uv, dxdy, blur9_std_dev);
}
vec3 tex2Dblur17fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur17fast(texture, tex_uv, dxdy, blur17_std_dev);
}
vec3 tex2Dblur25fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur25fast(texture, tex_uv, dxdy, blur25_std_dev);
}
vec3 tex2Dblur43fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur43fast(texture, tex_uv, dxdy, blur43_std_dev);
}
vec3 tex2Dblur31fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur31fast(texture, tex_uv, dxdy, blur31_std_dev);
}
vec3 tex2Dblur3fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur3fast(texture, tex_uv, dxdy, blur3_std_dev);
}
vec3 tex2Dblur3x3(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur3x3(texture, tex_uv, dxdy, blur3_std_dev);
}
vec3 tex2Dblur5fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur5fast(texture, tex_uv, dxdy, blur5_std_dev);
}
vec3 tex2Dblur5resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur5resize(texture, tex_uv, dxdy, blur5_std_dev);
}
vec3 tex2Dblur3resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur3resize(texture, tex_uv, dxdy, blur3_std_dev);
}
vec3 tex2Dblur5x5(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur5x5(texture, tex_uv, dxdy, blur5_std_dev);
}
vec3 tex2Dblur7resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur7resize(texture, tex_uv, dxdy, blur7_std_dev);
}
vec3 tex2Dblur7fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur7fast(texture, tex_uv, dxdy, blur7_std_dev);
}
vec3 tex2Dblur7x7(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur7x7(texture, tex_uv, dxdy, blur7_std_dev);
}
vec3 tex2Dblur9resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur9resize(texture, tex_uv, dxdy, blur9_std_dev);
}
vec3 tex2Dblur9x9(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur9x9(texture, tex_uv, dxdy, blur9_std_dev);
}
vec3 tex2Dblur11resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur11resize(texture, tex_uv, dxdy, blur11_std_dev);
}
vec3 tex2Dblur11fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur11fast(texture, tex_uv, dxdy, blur11_std_dev);
}
#endif // BLUR_FUNCTIONS_H