slang-shaders/denoisers/shaders/slow-bilateral.slang
2017-07-27 09:14:42 -05:00

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIGMA;
float BSIGMA;
} params;
#pragma parameter SIGMA "Sigma" 10.0 1.0 20.0 1.0
#pragma parameter BSIGMA "BSigma" 0.1 0.01 0.5 0.01
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 MSIZE 15
float normpdf(in float x, in float sigma)
{
return 0.39894*exp(-0.5*x*x/(sigma*sigma))/sigma;
}
float normpdf3(in vec3 v, in float sigma)
{
return 0.39894*exp(-0.5*dot(v,v)/(sigma*sigma))/sigma;
}
void main()
{
vec2 fragcoord = vTexCoord * params.OutputSize.xy;
vec3 c = texture(Source, (fragcoord.xy / params.OutputSize.xy)).rgb;
//declare stuff
const int kSize = (MSIZE-1)/2;
float kernel[MSIZE];
vec3 final_colour = vec3(0.0);
//create the 1-D kernel
float Z = 0.0;
for (int j = 0; j <= kSize; ++j)
{
kernel[kSize+j] = kernel[kSize-j] = normpdf(float(j), params.SIGMA);
}
vec3 cc;
float factor;
float bZ = 1.0/normpdf(0.0, params.BSIGMA);
//read out the texels
for (int i=-kSize; i <= kSize; ++i)
{
for (int j=-kSize; j <= kSize; ++j)
{
cc = texture(Source, (fragcoord.xy+vec2(float(i),float(j))) / params.OutputSize.xy).rgb;
factor = normpdf3(cc-c, params.BSIGMA)*bZ*kernel[kSize+j]*kernel[kSize+i];
Z += factor;
final_colour += factor*cc;
}
}
FragColor = vec4(final_colour/Z, 1.0);
}