mirror of
https://github.com/italicsjenga/slang-shaders.git
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161 lines
5.2 KiB
Plaintext
161 lines
5.2 KiB
Plaintext
#version 450
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// Implementation based on the article "Efficient Gaussian blur with linear sampling"
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// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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/* A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX can be
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found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask */
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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 GaussStrength;
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float BloomStrength;
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float SW;
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float BRIGHT;
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} params;
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/*-----------------------------------------------------------.
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/ Gaussian Blur settings /
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'-----------------------------------------------------------*/
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#pragma parameter GaussStrength "Gauss Strength" 0.30 0.0 1.0 0.01
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#define GaussStrength params.GaussStrength
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#pragma parameter BloomStrength "Bloom Strength" 0.33 0.000 1.000 0.005
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#define BloomStrength params.BloomStrength
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#pragma parameter SW "Haze Width" 2.0 1.0 4.0 0.25
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#define SW params.SW
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#pragma parameter BRIGHT "Brightness adjust" 0.5 0.3 0.6 0.01
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#define BRIGHT params.BRIGHT
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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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//GaussEffect
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//0 = off, 1 = Blur, 2 = Unsharpmask (expensive), 3 = Bloom, 4 = Sketchy, 5 = effects image only.
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#define GaussEffect 1
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//GaussStrength
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//[0.00 to 1.00] Amount of effect blended into the final image.
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//#define GaussStrength 0.45
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//addBloom
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//Set to 1 to add bloom to Blur or Unsharpmask. 0 = off. Set GaussEffect to 0 for bloom only.
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#define addBloom 1
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#define bloomPass 1
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#define USE_addBlur 0
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//Bloom Strength
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//[0.00 to 1.00] Amount of addBloom added to the final image.
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//#define BloomStrength 0.33
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//Bloom Intensity *also affects blur and unsharpmask*
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//Makes bright spots brighter. Only works when BrightPass is set to 1.
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//#define BloomIntensity 3.00
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//GaussBloomWarmth
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//0 = neutral, 1 = warm, 2 = hazy/foggy
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#define GaussBloomWarmth 0
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//SW is Slant. Higher numbers = wider bloom.
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//#define SW 2.00
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#define CoefLuma_G vec3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
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#define sharp_strength_luma_G (CoefLuma_G * GaussStrength + 0.2)
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#define sharp_clampG 0.035
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#define texCoordp vTexCoord
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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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layout(set = 0, binding = 3) uniform sampler2D scanpass;
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void main()
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{
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vec2 texp = texCoordp;
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vec2 texcoord = vTexCoord;
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vec2 PIXEL_SIZE = params.SourceSize.zw;
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float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
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float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };
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vec4 color = texture(Source, texcoord) * sampleWeights[0];
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for(int i = 1; i < 5; ++i) {
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color += texture(Source, texcoord + vec2(sampleOffsets[i]*SW * PIXEL_SIZE.x, sampleOffsets[i] * PIXEL_SIZE.y)) * sampleWeights[i];
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color += texture(Source, texcoord - vec2(sampleOffsets[i]*SW * PIXEL_SIZE.x, sampleOffsets[i] * PIXEL_SIZE.y)) * sampleWeights[i];
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color += texture(Source, texcoord + vec2(-sampleOffsets[i]*SW * PIXEL_SIZE.x, sampleOffsets[i] * PIXEL_SIZE.y)) * sampleWeights[i];
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color += texture(Source, texcoord + vec2(sampleOffsets[i]*SW * PIXEL_SIZE.x, -sampleOffsets[i] * PIXEL_SIZE.y)) * sampleWeights[i];
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}
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vec4 blur = BRIGHT*color;
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vec4 orig = texture(scanpass, texp);
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vec3 sharp;
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#if (GaussEffect == 0)
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orig = orig;
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#elif (GaussEffect == 1)
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// Blur...
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orig = mix(orig, blur, GaussStrength);
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#elif (GaussEffect == 2)
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// Sharpening
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sharp = orig.rgb - blur.rgb;
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float sharp_luma = dot(sharp, sharp_strength_luma_G);
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sharp_luma = clamp(sharp_luma, -sharp_clampG, sharp_clampG);
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orig = orig + sharp_luma;
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#elif (GaussEffect == 3)
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// Bloom
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#if (GaussBloomWarmth == 0)
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orig = mix(orig, blur *4, GaussStrength);
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// Neutral
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#elif (GaussBloomWarmth == 1)
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orig = mix(orig, max(orig *1.8 + (blur *5) - 1.0, 0.0), GaussStrength); // Warm and cheap
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#else
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orig = mix(orig, (1.0 - ((1.0 - orig) * (1.0 - blur *1.0))), GaussStrength); // Foggy bloom
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#endif
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#elif (GaussEffect == 4)
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// Sketchy
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sharp = orig.rgb - blur.rgb;
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orig = vec4(1.0, 1.0, 1.0, 0.0) - min(orig, dot(sharp, sharp_strength_luma_G)) *3;
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// orig = vec4(1.0, 1.0, 1.0, 0.0) - min(blur, orig); // Negative
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#else
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orig = blur;
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#endif
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#if (addBloom == 1)
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#if (GaussBloomWarmth == 0)
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orig += mix(orig, blur *4, BloomStrength);
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orig = orig * 0.5;
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#elif (GaussBloomWarmth == 1)
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orig += mix(orig, max(orig *1.8 + (blur *5) - 1.0, 0.0), BloomStrength);
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orig = orig * 0.5;
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#else
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orig += mix(orig, (1.0 - ((1.0 - orig) * (1.0 - blur *1.0))), BloomStrength);
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orig = orig * 0.5;
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#endif
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#else
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orig = orig;
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#endif
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#if (USE_addBlur == 1)
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orig += mix(orig, blur2, BlurStrength);
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//orig = blur2;
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#endif
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FragColor = orig;
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} |