mirror of
https://github.com/italicsjenga/slang-shaders.git
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137 lines
3.4 KiB
Plaintext
137 lines
3.4 KiB
Plaintext
#version 450
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/*
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Hyllian's Fast Bilateral Shader
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Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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 SIGMA_R;
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} params;
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#pragma parameter SIGMA_R "Bilateral Blur" 0.4 0.0 1.0 0.1
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#define SIGMA_R params.SIGMA_R
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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define decal Source
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#define GET(M,K) (tex2D(decal,tc+M*dx+K*dy).xyz)
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#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;}
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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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void main()
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{
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float ds, sd2, si2;
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float sigma_d = 3.0;
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float sigma_r = SIGMA_R*0.04;
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float3 color = float3(0.0, 0.0, 0.0);
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float3 wsum = float3(0.0, 0.0, 0.0);
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float3 weight;
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float2 dx = float2(1.0, 0.0) * params.SourceSize.zw;
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float2 dy = float2(0.0, 1.0) * 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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float2 tc = vTexCoord;
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float3 col;
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float3 center = GET(0,0);
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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, 1.0);
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} |