mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
7f34fc7469
* clean up blurs * fix some paths and prune some dead presets * fix ntsc path
107 lines
3 KiB
Plaintext
107 lines
3 KiB
Plaintext
#version 450
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/*
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Bilateral v1.0
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by Sp00kyFox, 2014
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Bilateral Filter, calculates a weighted mean of surrounding pixels based on color and spatial distance.
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This can be used to smooth color transitions or blend dithering to some extent while preserving sharp edges.
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Increasing the radius leads to more pixel lookups and therefore to a lower shader performance.
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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 RAD;
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float CLR;
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float CWGHT;
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} params;
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#pragma parameter RAD "Bilateral Radius" 2.0 0.0 12.0 0.25
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#define RAD params.RAD
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#pragma parameter CLR "Bilateral Color Thresh" 0.15 0.01 1.0 0.01
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#define CLR params.CLR
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#pragma parameter CWGHT "Bilateral Central Wght" 0.25 0.0 2.0 0.05
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#define CWGHT params.CWGHT
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#define TEX(dx,dy) texture(Source, vTexCoord + vec2((dx),(dy)) * t1)
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#define mul(a,b) (b*a)
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#define saturate(c) clamp(c, 0.0, 1.0)
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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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const vec4 unit4 = vec4(1.0);
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int steps = int(ceil(RAD));
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float clr = -CLR * CLR;
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float sigma = RAD * RAD / 2.0;
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float cwght = 1.0 + CWGHT * max(1.0, 2.87029746*sigma + 0.43165242*RAD - 0.25219746);
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float domain[13] = float[13](1.0, exp( -1.0/sigma), exp( -4.0/sigma), exp( -9.0/sigma), exp( -16.0/sigma), exp( -25.0/sigma), exp( -36.0/sigma),
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exp(-49.0/sigma), exp(-64.0/sigma), exp(-81.0/sigma), exp(-100.0/sigma), exp(-121.0/sigma), exp(-144.0/sigma));
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float dist2(vec3 pt1, vec3 pt2)
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{
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vec3 v = pt1 - pt2;
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return dot(v,v);
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}
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vec4 weight(int i, int j, vec3 org, mat4x3 A)
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{
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return domain[i] * domain[j] * exp(vec4(dist2(org,A[0]), dist2(org,A[1]), dist2(org,A[2]), dist2(org,A[3]))/clr);
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}
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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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layout(location = 1) out vec2 t1;
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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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t1 = params.SourceSize.zw;
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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 = 1) in vec2 t1;
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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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mat4x3 A, B;
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vec4 wghtA, wghtB;
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vec3 org = TEX(0.,0.).rgb, result = cwght*org;
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float norm = cwght;
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for(int x = 1; x <= RAD; x++){
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A = mat4x3(TEX( x, 0.).rgb, TEX(-x, 0.).rgb, TEX( 0., x).rgb, TEX( 0.,-x).rgb);
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B = mat4x3(TEX( x, x).rgb, TEX( x,-x).rgb, TEX(-x, x).rgb, TEX(-x,-x).rgb);
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wghtA = weight(x, 0, org, A); wghtB = weight(x, x, org, B);
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result += mul(wghtA, A) + mul(wghtB, B);
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norm += dot(wghtA, unit4) + dot(wghtB, unit4);
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for(int y = 1; y < x; y++){
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A = mat4x3(TEX( x, y).rgb, TEX( x,-y).rgb, TEX(-x, y).rgb, TEX(-x,-y).rgb);
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B = mat4x3(TEX( y, x).rgb, TEX( y,-x).rgb, TEX(-y, x).rgb, TEX(-y,-x).rgb);
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wghtA = weight(x, y, org, A); wghtB = weight(y, x, org, B);
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result += mul(wghtA, A) + mul(wghtB, B);
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norm += dot(wghtA, unit4) + dot(wghtB, unit4);
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}
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}
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FragColor = vec4(result/norm, 1.0);
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} |