Add gauss-4tap

This commit is contained in:
Isaac 2023-06-22 23:21:54 +02:00
parent f0dff488fb
commit 9aedb61584
5 changed files with 114 additions and 0 deletions

13
blurs/gauss_4tap.slangp Normal file
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shaders = 2
shader0 = shaders/gauss_4tap/gauss_2tap_h.slang
filter_linear0 = true
scale_type0 = source
scale0 = 1.0
wrap_mode0 = mirrored_repeat
shader1 = shaders/gauss_4tap/gauss_2tap_v.slang
filter_linear1 = true
scale_type1 = source
scale1 = 1.0
wrap_mode1 = mirrored_repeat

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/*
Gauss-4tap v1.0 by fishku
Copyright (C) 2023
Public domain license (CC0)
Simple two-pass Gaussian blur filter which does two taps per pass.
Idea based on:
https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
Changelog:
v1.0: Initial release.
*/
// Finds the offset so that two samples drawn with linear filtering at that
// offset from a central pixel, multiplied with 1/2 each, sum up to a 3-sample
// approximation of the Gaussian sampled at pixel centers.
float get_offset(float sigma) {
// Weight at x = 0 evaluates to 1 for all values of sigma.
const float w = exp(-1.0 / (sigma * sigma));
return 2.0 * w / (2.0 * w + 1.0);
}

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#version 450
// See common.slang for copyright and other information.
#include "parameters.slang"
layout(push_constant) uniform Push {
vec4 SourceSize;
float SIGMA;
}
param;
#include "common.slang"
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;
void main() {
const vec2 offset = vec2(get_offset(param.SIGMA) * param.SourceSize.z, 0.0);
FragColor = 0.5 * (texture(Source, vTexCoord - offset) +
texture(Source, vTexCoord + offset));
}

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#version 450
// See common.slang for copyright and other information.
#include "parameters.slang"
layout(push_constant) uniform Push {
vec4 SourceSize;
float SIGMA;
}
param;
#include "common.slang"
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;
void main() {
const vec2 offset = vec2(0.0, get_offset(param.SIGMA) * param.SourceSize.w);
FragColor = 0.5 * (texture(Source, vTexCoord - offset) +
texture(Source, vTexCoord + offset));
}

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// See common.slang for copyright and other information.
// clang-format off
#pragma parameter GAUSS_4TAP_SETTINGS "=== Gauss-4tap v1.0 settings ===" 0.0 0.0 1.0 1.0
#pragma parameter SIGMA "Blur radius" 1.0 0.0 2.0 0.05
// clang-format on