slang-shaders/denoisers/shaders/bilateral.slang
Hyllian d5a089f770 Add bilateral shader from guest.r
- A flexible and fast bilateral shader from guest.r.
2024-05-13 11:39:57 -03:00

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#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);
}