mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-06-02 19:38:36 -04:00
d5a089f770
- A flexible and fast bilateral shader from guest.r.
133 lines
3 KiB
Plaintext
133 lines
3 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Bilateral filter - dynamic range (upscaler, downsampler)
|
|
|
|
Copyright (C) 2024 guest(r)
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float FRANGE;
|
|
float FBSMOOTH;
|
|
float FBOOST;
|
|
} params;
|
|
|
|
|
|
#pragma parameter FRANGE "Filter Range" 2.0 1.0 10.0 1.0
|
|
#define FRANGE params.FRANGE
|
|
|
|
#pragma parameter FBSMOOTH "Filter Base Smoothing" 0.15 0.05 1.0 0.025
|
|
#define FBSMOOTH params.FBSMOOTH
|
|
|
|
#pragma parameter FBOOST "Boost Smoothing w. dist" 1.0 0.0 5.0 0.25
|
|
#define FBOOST params.FBOOST
|
|
|
|
|
|
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 * 1.00001;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
|
#define SourceSize params.SourceSize
|
|
|
|
|
|
const vec3 luma = vec3(0.299,0.587,0.114);
|
|
|
|
float wt(vec3 A, vec3 B)
|
|
{
|
|
return clamp(FBSMOOTH - 2.33*dot(abs(A-B),1.0.xxx)/(dot(A+B,1.0.xxx)+1.0), 0.0001, 0.125);
|
|
}
|
|
|
|
float getw(float x, vec3 c, vec3 p)
|
|
{
|
|
float y = max(1.0-x, 0.0) + FBOOST;
|
|
float d = wt(c,p);
|
|
return y*d;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 pos = vTexCoord * SourceSize.xy;
|
|
vec2 f = 0.5-fract(pos);
|
|
vec2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
|
|
vec3 color = 0.0.xxx;
|
|
vec2 dx = vec2(SourceSize.z, 0.0);
|
|
vec2 dy = vec2(0.0, SourceSize.w);
|
|
|
|
float w, fp;
|
|
float wsum = 0.0;
|
|
vec3 pixel;
|
|
float FPR = FRANGE;
|
|
float FPR1 = 1.0/FPR;
|
|
float FPR3 = FPR*FPR;
|
|
float LOOPSIZE = FPR;
|
|
float y = -LOOPSIZE;
|
|
float x = 0.0;
|
|
vec3 comp = COMPAT_TEXTURE(Source, tex).rgb;
|
|
|
|
do
|
|
{
|
|
x = -LOOPSIZE;
|
|
|
|
do
|
|
{
|
|
fp = dot(vec2(x+f.x,y+f.y),vec2(x+f.x,y+f.y));
|
|
if (fp >= FPR3) w = 0.0;
|
|
else
|
|
{
|
|
pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
|
|
fp = sqrt(fp)*FPR1;
|
|
w = getw(fp,comp,pixel);
|
|
color = color + w * pixel;
|
|
wsum = wsum + w;
|
|
}
|
|
x = x + 1.0;
|
|
|
|
} while (x <= LOOPSIZE);
|
|
|
|
y = y + 1.0;
|
|
|
|
} while (y <= LOOPSIZE);
|
|
|
|
color = color / wsum;
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
}
|