#version 150 ///////////////////////////////// MIT LICENSE //////////////////////////////// // Copyright (C) 2014 TroggleMonkey // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. #if __VERSION__ >= 130 #define COMPAT_TEXTURE texture #else #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif uniform sampler2D source[]; uniform vec4 sourceSize[]; uniform vec4 targetSize; in Vertex { vec2 vTexCoord; vec2 blur_dxdy; }; out vec4 FragColor; ///////////////////////////// SETTINGS MANAGEMENT //////////////////////////// // PASS SETTINGS: // gamma-management.h needs to know what kind of pipeline we're using and // what pass this is in that pipeline. This will become obsolete if/when we // can #define things like this in the .cgp preset file. //#define GAMMA_ENCODE_EVERY_FBO //#define FIRST_PASS //#define LAST_PASS //#define SIMULATE_CRT_ON_LCD //#define SIMULATE_GBA_ON_LCD //#define SIMULATE_LCD_ON_CRT //#define SIMULATE_GBA_ON_CRT #ifndef GAMMA_MANAGEMENT_H #define GAMMA_MANAGEMENT_H /////////////////////////////// BASE CONSTANTS /////////////////////////////// // Set standard gamma constants, but allow users to override them: #ifndef OVERRIDE_STANDARD_GAMMA // Standard encoding gammas: float ntsc_gamma = 2.2; // Best to use NTSC for PAL too? float pal_gamma = 2.8; // Never actually 2.8 in practice // Typical device decoding gammas (only use for emulating devices): // CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard // gammas: The standards purposely undercorrected for an analog CRT's // assumed 2.5 reference display gamma to maintain contrast in assumed // [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf // These unstated assumptions about display gamma and perceptual rendering // intent caused a lot of confusion, and more modern CRT's seemed to target // NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit // (they struggle near black with 2.5 gamma anyway), especially PC/laptop // displays designed to view sRGB in bright environments. (Standards are // also in flux again with BT.1886, but it's underspecified for displays.) float crt_reference_gamma_high = 2.5; // In (2.35, 2.55) float crt_reference_gamma_low = 2.35; // In (2.35, 2.55) float lcd_reference_gamma = 2.5; // To match CRT float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC float lcd_office_gamma = 2.2; // Approximates sRGB #endif // OVERRIDE_STANDARD_GAMMA // Assuming alpha == 1.0 might make it easier for users to avoid some bugs, // but only if they're aware of it. #ifndef OVERRIDE_ALPHA_ASSUMPTIONS bool assume_opaque_alpha = false; #endif /////////////////////// DERIVED CONSTANTS AS FUNCTIONS /////////////////////// // gamma-management.h should be compatible with overriding gamma values with // runtime user parameters, but we can only define other global constants in // terms of static constants, not uniform user parameters. To get around this // limitation, we need to define derived constants using functions. // Set device gamma constants, but allow users to override them: #ifdef OVERRIDE_DEVICE_GAMMA // The user promises to globally define the appropriate constants: float get_crt_gamma() { return crt_gamma; } float get_gba_gamma() { return gba_gamma; } float get_lcd_gamma() { return lcd_gamma; } #else float get_crt_gamma() { return crt_reference_gamma_high; } float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0) float get_lcd_gamma() { return lcd_office_gamma; } #endif // OVERRIDE_DEVICE_GAMMA // Set decoding/encoding gammas for the first/lass passes, but allow overrides: #ifdef OVERRIDE_FINAL_GAMMA // The user promises to globally define the appropriate constants: float get_intermediate_gamma() { return intermediate_gamma; } float get_input_gamma() { return input_gamma; } float get_output_gamma() { return output_gamma; } #else // If we gamma-correct every pass, always use ntsc_gamma between passes to // ensure middle passes don't need to care if anything is being simulated: float get_intermediate_gamma() { return ntsc_gamma; } #ifdef SIMULATE_CRT_ON_LCD float get_input_gamma() { return get_crt_gamma(); } float get_output_gamma() { return get_lcd_gamma(); } #else #ifdef SIMULATE_GBA_ON_LCD float get_input_gamma() { return get_gba_gamma(); } float get_output_gamma() { return get_lcd_gamma(); } #else #ifdef SIMULATE_LCD_ON_CRT float get_input_gamma() { return get_lcd_gamma(); } float get_output_gamma() { return get_crt_gamma(); } #else #ifdef SIMULATE_GBA_ON_CRT float get_input_gamma() { return get_gba_gamma(); } float get_output_gamma() { return get_crt_gamma(); } #else // Don't simulate anything: float get_input_gamma() { return ntsc_gamma; } float get_output_gamma() { return ntsc_gamma; } #endif // SIMULATE_GBA_ON_CRT #endif // SIMULATE_LCD_ON_CRT #endif // SIMULATE_GBA_ON_LCD #endif // SIMULATE_CRT_ON_LCD #endif // OVERRIDE_FINAL_GAMMA #ifndef GAMMA_ENCODE_EVERY_FBO #ifdef FIRST_PASS bool linearize_input = true; float get_pass_input_gamma() { return get_input_gamma(); } #else bool linearize_input = false; float get_pass_input_gamma() { return 1.0; } #endif #ifdef LAST_PASS bool gamma_encode_output = true; float get_pass_output_gamma() { return get_output_gamma(); } #else bool gamma_encode_output = false; float get_pass_output_gamma() { return 1.0; } #endif #else bool linearize_input = true; bool gamma_encode_output = true; #ifdef FIRST_PASS float get_pass_input_gamma() { return get_input_gamma(); } #else float get_pass_input_gamma() { return get_intermediate_gamma(); } #endif #ifdef LAST_PASS float get_pass_output_gamma() { return get_output_gamma(); } #else float get_pass_output_gamma() { return get_intermediate_gamma(); } #endif #endif vec4 decode_input(vec4 color) { if(linearize_input = true) { if(assume_opaque_alpha = true) { return vec4(pow(color.rgb, vec3(get_pass_input_gamma())), 1.0); } else { return vec4(pow(color.rgb, vec3(get_pass_input_gamma())), color.a); } } else { return color; } } vec4 encode_output(vec4 color) { if(gamma_encode_output = true) { if(assume_opaque_alpha = true) { return vec4(pow(color.rgb, vec3(1.0/get_pass_output_gamma())), 1.0); } else { return vec4(pow(color.rgb, vec3(1.0/get_pass_output_gamma())), color.a); } } else { return color; } } #define tex2D_linearize(C, D) decode_input(vec4(COMPAT_TEXTURE(C, D))) //vec4 tex2D_linearize(sampler2D tex, vec2 tex_coords) //{ return decode_input(vec4(COMPAT_TEXTURE(tex, tex_coords))); } //#define tex2D_linearize(C, D, E) decode_input(vec4(COMPAT_TEXTURE(C, D, E))) //vec4 tex2D_linearize(sampler2D tex, vec2 tex_coords, int texel_off) //{ return decode_input(vec4(COMPAT_TEXTURE(tex, tex_coords, texel_off))); } #endif // GAMMA_MANAGEMENT_H #ifndef BLUR_FUNCTIONS_H #define BLUR_FUNCTIONS_H ///////////////////////////////// MIT LICENSE //////////////////////////////// // Copyright (C) 2014 TroggleMonkey // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. ///////////////////////////////// DESCRIPTION //////////////////////////////// // This file provides reusable one-pass and separable (two-pass) blurs. // Requires: All blurs share these requirements (dxdy requirement is split): // 1.) All requirements of gamma-management.h must be satisfied! // 2.) filter_linearN must == "true" in your .cgp preset unless // you're using tex2DblurNresize at 1x scale. // 3.) mipmap_inputN must == "true" in your .cgp preset if // IN.output_size < IN.video_size. // 4.) IN.output_size == IN.video_size / pow(2, M), where M is some // positive integer. tex2Dblur*resize can resize arbitrarily // (and the blur will be done after resizing), but arbitrary // resizes "fail" with other blurs due to the way they mix // static weights with bilinear sample exploitation. // 5.) In general, dxdy should contain the uv pixel spacing: // dxdy = (IN.video_size/IN.output_size)/IN.texture_size // 6.) For separable blurs (tex2DblurNresize and tex2DblurNfast), // zero out the dxdy component in the unblurred dimension: // dxdy = vec2(dxdy.x, 0.0) or vec2(0.0, dxdy.y) // Many blurs share these requirements: // 1.) One-pass blurs require scale_xN == scale_yN or scales > 1.0, // or they will blur more in the lower-scaled dimension. // 2.) One-pass shared sample blurs require ddx(), ddy(), and // tex2Dlod() to be supported by the current Cg profile, and // the drivers must support high-quality derivatives. // 3.) One-pass shared sample blurs require: // tex_uv.w == log2(IN.video_size/IN.output_size).y; // Non-wrapper blurs share this requirement: // 1.) sigma is the intended standard deviation of the blur // Wrapper blurs share this requirement, which is automatically // met (unless OVERRIDE_BLUR_STD_DEVS is #defined; see below): // 1.) blurN_std_dev must be global static float values // specifying standard deviations for Nx blurs in units // of destination pixels // Optional: 1.) The including file (or an earlier included file) may // optionally #define USE_BINOMIAL_BLUR_STD_DEVS to replace // default standard deviations with those matching a binomial // distribution. (See below for details/properties.) // 2.) The including file (or an earlier included file) may // optionally #define OVERRIDE_BLUR_STD_DEVS and override: // static float blur3_std_dev // static float blur4_std_dev // static float blur5_std_dev // static float blur6_std_dev // static float blur7_std_dev // static float blur8_std_dev // static float blur9_std_dev // static float blur10_std_dev // static float blur11_std_dev // static float blur12_std_dev // static float blur17_std_dev // static float blur25_std_dev // static float blur31_std_dev // static float blur43_std_dev // 3.) The including file (or an earlier included file) may // optionally #define OVERRIDE_ERROR_BLURRING and override: // static float error_blurring // This tuning value helps mitigate weighting errors from one- // pass shared-sample blurs sharing bilinear samples between // fragments. Values closer to 0.0 have "correct" blurriness // but allow more artifacts, and values closer to 1.0 blur away // artifacts by sampling closer to halfway between texels. // UPDATE 6/21/14: The above static constants may now be overridden // by non-static uniform constants. This permits exposing blur // standard deviations as runtime GUI shader parameters. However, // using them keeps weights from being statically computed, and the // speed hit depends on the blur: On my machine, uniforms kill over // 53% of the framerate with tex2Dblur12x12shared, but they only // drop the framerate by about 18% with tex2Dblur11fast. // Quality and Performance Comparisons: // For the purposes of the following discussion, "no sRGB" means // GAMMA_ENCODE_EVERY_FBO is #defined, and "sRGB" means it isn't. // 1.) tex2DblurNfast is always faster than tex2DblurNresize. // 2.) tex2DblurNresize functions are the only ones that can arbitrarily resize // well, because they're the only ones that don't exploit bilinear samples. // This also means they're the only functions which can be truly gamma- // correct without linear (or sRGB FBO) input, but only at 1x scale. // 3.) One-pass shared sample blurs only have a speed advantage without sRGB. // They also have some inaccuracies due to their shared-[bilinear-]sample // design, which grow increasingly bothersome for smaller blurs and higher- // frequency source images (relative to their resolution). I had high // hopes for them, but their most realistic use case is limited to quickly // reblurring an already blurred input at full resolution. Otherwise: // a.) If you're blurring a low-resolution source, you want a better blur. // b.) If you're blurring a lower mipmap, you want a better blur. // c.) If you're blurring a high-resolution, high-frequency source, you // want a better blur. // 4.) The one-pass blurs without shared samples grow slower for larger blurs, // but they're competitive with separable blurs at 5x5 and smaller, and // even tex2Dblur7x7 isn't bad if you're wanting to conserve passes. // Here are some framerates from a GeForce 8800GTS. The first pass resizes to // viewport size (4x in this test) and linearizes for sRGB codepaths, and the // remaining passes perform 6 full blurs. Mipmapped tests are performed at the // same scale, so they just measure the cost of mipmapping each FBO (only every // other FBO is mipmapped for separable blurs, to mimic realistic usage). // Mipmap Neither sRGB+Mipmap sRGB Function // 76.0 92.3 131.3 193.7 tex2Dblur3fast // 63.2 74.4 122.4 175.5 tex2Dblur3resize // 93.7 121.2 159.3 263.2 tex2Dblur3x3 // 59.7 68.7 115.4 162.1 tex2Dblur3x3resize // 63.2 74.4 122.4 175.5 tex2Dblur5fast // 49.3 54.8 100.0 132.7 tex2Dblur5resize // 59.7 68.7 115.4 162.1 tex2Dblur5x5 // 64.9 77.2 99.1 137.2 tex2Dblur6x6shared // 55.8 63.7 110.4 151.8 tex2Dblur7fast // 39.8 43.9 83.9 105.8 tex2Dblur7resize // 40.0 44.2 83.2 104.9 tex2Dblur7x7 // 56.4 65.5 71.9 87.9 tex2Dblur8x8shared // 49.3 55.1 99.9 132.5 tex2Dblur9fast // 33.3 36.2 72.4 88.0 tex2Dblur9resize // 27.8 29.7 61.3 72.2 tex2Dblur9x9 // 37.2 41.1 52.6 60.2 tex2Dblur10x10shared // 44.4 49.5 91.3 117.8 tex2Dblur11fast // 28.8 30.8 63.6 75.4 tex2Dblur11resize // 33.6 36.5 40.9 45.5 tex2Dblur12x12shared // TODO: Fill in benchmarks for new untested blurs. // tex2Dblur17fast // tex2Dblur25fast // tex2Dblur31fast // tex2Dblur43fast // tex2Dblur3x3resize ///////////////////////////// SETTINGS MANAGEMENT //////////////////////////// // Set static standard deviations, but allow users to override them with their // own constants (even non-static uniforms if they're okay with the speed hit): #ifndef OVERRIDE_BLUR_STD_DEVS // blurN_std_dev values are specified in terms of dxdy strides. #ifdef USE_BINOMIAL_BLUR_STD_DEVS // By request, we can define standard deviations corresponding to a // binomial distribution with p = 0.5 (related to Pascal's triangle). // This distribution works such that blurring multiple times should // have the same result as a single larger blur. These values are // larger than default for blurs up to 6x and smaller thereafter. float blur3_std_dev = 0.84931640625; float blur4_std_dev = 0.84931640625; float blur5_std_dev = 1.0595703125; float blur6_std_dev = 1.06591796875; float blur7_std_dev = 1.17041015625; float blur8_std_dev = 1.1720703125; float blur9_std_dev = 1.2259765625; float blur10_std_dev = 1.21982421875; float blur11_std_dev = 1.25361328125; float blur12_std_dev = 1.2423828125; float blur17_std_dev = 1.27783203125; float blur25_std_dev = 1.2810546875; float blur31_std_dev = 1.28125; float blur43_std_dev = 1.28125; #else // The defaults are the largest values that keep the largest unused // blur term on each side <= 1.0/256.0. (We could get away with more // or be more conservative, but this compromise is pretty reasonable.) float blur3_std_dev = 0.62666015625; float blur4_std_dev = 0.66171875; float blur5_std_dev = 0.9845703125; float blur6_std_dev = 1.02626953125; float blur7_std_dev = 1.36103515625; float blur8_std_dev = 1.4080078125; float blur9_std_dev = 1.7533203125; float blur10_std_dev = 1.80478515625; float blur11_std_dev = 2.15986328125; float blur12_std_dev = 2.215234375; float blur17_std_dev = 3.45535583496; float blur25_std_dev = 5.3409576416; float blur31_std_dev = 6.86488037109; float blur43_std_dev = 10.1852050781; #endif // USE_BINOMIAL_BLUR_STD_DEVS #endif // OVERRIDE_BLUR_STD_DEVS #ifndef OVERRIDE_ERROR_BLURRING // error_blurring should be in [0.0, 1.0]. Higher values reduce ringing // in shared-sample blurs but increase blurring and feature shifting. float error_blurring = 0.5; #endif // Make a length squared helper macro (for usage with static constants): #define LENGTH_SQ(vec) (dot(vec, vec)) ////////////////////////////////// INCLUDES ////////////////////////////////// // gamma-management.h relies on pass-specific settings to guide its behavior: // FIRST_PASS, LAST_PASS, GAMMA_ENCODE_EVERY_FBO, etc. See it for details. //#include "gamma-management.h" //#include "quad-pixel-communication.h" //#include "special-functions.h" #ifndef SPECIAL_FUNCTIONS_H #define SPECIAL_FUNCTIONS_H ///////////////////////////////// MIT LICENSE //////////////////////////////// // Copyright (C) 2014 TroggleMonkey // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. ///////////////////////////////// DESCRIPTION //////////////////////////////// // This file implements the following mathematical special functions: // 1.) erf() = 2/sqrt(pi) * indefinite_integral(e**(-x**2)) // 2.) gamma(s), a real-numbered extension of the integer factorial function // It also implements normalized_ligamma(s, z), a normalized lower incomplete // gamma function for s < 0.5 only. Both gamma() and normalized_ligamma() can // be called with an _impl suffix to use an implementation version with a few // extra precomputed parameters (which may be useful for the caller to reuse). // See below for details. // // Design Rationale: // Pretty much every line of code in this file is duplicated four times for // different input types (vec4/vec3/vec2/float). This is unfortunate, // but Cg doesn't allow function templates. Macros would be far less verbose, // but they would make the code harder to document and read. I don't expect // these functions will require a whole lot of maintenance changes unless // someone ever has need for more robust incomplete gamma functions, so code // duplication seems to be the lesser evil in this case. /////////////////////////// GAUSSIAN ERROR FUNCTION ////////////////////////// vec4 erf6(vec4 x) { // Requires: x is the standard parameter to erf(). // Returns: Return an Abramowitz/Stegun approximation of erf(), where: // erf(x) = 2/sqrt(pi) * integral(e**(-x**2)) // This approximation has a max absolute error of 2.5*10**-5 // with solid numerical robustness and efficiency. See: // https://en.wikipedia.org/wiki/Error_function#Approximation_with_elementary_functions vec4 one = vec4(1.0); vec4 sign_x = sign(x); vec4 t = one/(one + 0.47047*abs(x)); vec4 result = one - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))* exp(-(x*x)); return result * sign_x; } vec3 erf6(vec3 x) { // vec3 version: vec3 one = vec3(1.0); vec3 sign_x = sign(x); vec3 t = one/(one + 0.47047*abs(x)); vec3 result = one - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))* exp(-(x*x)); return result * sign_x; } vec2 erf6(vec2 x) { // vec2 version: vec2 one = vec2(1.0); vec2 sign_x = sign(x); vec2 t = one/(one + 0.47047*abs(x)); vec2 result = one - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))* exp(-(x*x)); return result * sign_x; } float erf6(float x) { // Float version: float sign_x = sign(x); float t = 1.0/(1.0 + 0.47047*abs(x)); float result = 1.0 - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))* exp(-(x*x)); return result * sign_x; } vec4 erft(vec4 x) { // Requires: x is the standard parameter to erf(). // Returns: Approximate erf() with the hyperbolic tangent. The error is // visually noticeable, but it's blazing fast and perceptually // close...at least on ATI hardware. See: // http://www.maplesoft.com/applications/view.aspx?SID=5525&view=html // Warning: Only use this if your hardware drivers correctly implement // tanh(): My nVidia 8800GTS returns garbage output. return tanh(1.202760580 * x); } vec3 erft(vec3 x) { // vec3 version: return tanh(1.202760580 * x); } vec2 erft(vec2 x) { // vec2 version: return tanh(1.202760580 * x); } float erft(float x) { // Float version: return tanh(1.202760580 * x); } vec4 erf(vec4 x) { // Requires: x is the standard parameter to erf(). // Returns: Some approximation of erf(x), depending on user settings. #ifdef ERF_FAST_APPROXIMATION return erft(x); #else return erf6(x); #endif } vec3 erf(vec3 x) { // vec3 version: #ifdef ERF_FAST_APPROXIMATION return erft(x); #else return erf6(x); #endif } vec2 erf(vec2 x) { // vec2 version: #ifdef ERF_FAST_APPROXIMATION return erft(x); #else return erf6(x); #endif } float erf(float x) { // Float version: #ifdef ERF_FAST_APPROXIMATION return erft(x); #else return erf6(x); #endif } /////////////////////////// COMPLETE GAMMA FUNCTION ////////////////////////// vec4 gamma_impl(vec4 s, vec4 s_inv) { // Requires: 1.) s is the standard parameter to the gamma function, and // it should lie in the [0, 36] range. // 2.) s_inv = 1.0/s. This implementation function requires // the caller to precompute this value, giving users the // opportunity to reuse it. // Returns: Return approximate gamma function (real-numbered factorial) // output using the Lanczos approximation with two coefficients // calculated using Paul Godfrey's method here: // http://my.fit.edu/~gabdo/gamma.txt // An optimal g value for s in [0, 36] is ~1.12906830989, with // a maximum relative error of 0.000463 for 2**16 equally // evals. We could use three coeffs (0.0000346 error) without // hurting latency, but this allows more parallelism with // outside instructions. vec4 g = vec4(1.12906830989); vec4 c0 = vec4(0.8109119309638332633713423362694399653724431); vec4 c1 = vec4(0.4808354605142681877121661197951496120000040); vec4 e = vec4(2.71828182845904523536028747135266249775724709); vec4 sph = s + vec4(0.5); vec4 lanczos_sum = c0 + c1/(s + vec4(1.0)); vec4 base = (sph + g)/e; // or (s + g + vec4(0.5))/e // gamma(s + 1) = base**sph * lanczos_sum; divide by s for gamma(s). // This has less error for small s's than (s -= 1.0) at the beginning. return (pow(base, sph) * lanczos_sum) * s_inv; } vec3 gamma_impl(vec3 s, vec3 s_inv) { // vec3 version: vec3 g = vec3(1.12906830989); vec3 c0 = vec3(0.8109119309638332633713423362694399653724431); vec3 c1 = vec3(0.4808354605142681877121661197951496120000040); vec3 e = vec3(2.71828182845904523536028747135266249775724709); vec3 sph = s + vec3(0.5); vec3 lanczos_sum = c0 + c1/(s + vec3(1.0)); vec3 base = (sph + g)/e; return (pow(base, sph) * lanczos_sum) * s_inv; } vec2 gamma_impl(vec2 s, vec2 s_inv) { // vec2 version: vec2 g = vec2(1.12906830989); vec2 c0 = vec2(0.8109119309638332633713423362694399653724431); vec2 c1 = vec2(0.4808354605142681877121661197951496120000040); vec2 e = vec2(2.71828182845904523536028747135266249775724709); vec2 sph = s + vec2(0.5); vec2 lanczos_sum = c0 + c1/(s + vec2(1.0)); vec2 base = (sph + g)/e; return (pow(base, sph) * lanczos_sum) * s_inv; } float gamma_impl(float s, float s_inv) { // Float version: float g = 1.12906830989; float c0 = 0.8109119309638332633713423362694399653724431; float c1 = 0.4808354605142681877121661197951496120000040; float e = 2.71828182845904523536028747135266249775724709; float sph = s + 0.5; float lanczos_sum = c0 + c1/(s + 1.0); float base = (sph + g)/e; return (pow(base, sph) * lanczos_sum) * s_inv; } vec4 gamma(vec4 s) { // Requires: s is the standard parameter to the gamma function, and it // should lie in the [0, 36] range. // Returns: Return approximate gamma function output with a maximum // relative error of 0.000463. See gamma_impl for details. return gamma_impl(s, vec4(1.0)/s); } vec3 gamma(vec3 s) { // vec3 version: return gamma_impl(s, vec3(1.0)/s); } vec2 gamma(vec2 s) { // vec2 version: return gamma_impl(s, vec2(1.0)/s); } float gamma(float s) { // Float version: return gamma_impl(s, 1.0/s); } //////////////// INCOMPLETE GAMMA FUNCTIONS (RESTRICTED INPUT) /////////////// // Lower incomplete gamma function for small s and z (implementation): vec4 ligamma_small_z_impl(vec4 s, vec4 z, vec4 s_inv) { // Requires: 1.) s < ~0.5 // 2.) z <= ~0.775075 // 3.) s_inv = 1.0/s (precomputed for outside reuse) // Returns: A series representation for the lower incomplete gamma // function for small s and small z (4 terms). // The actual "rolled up" summation looks like: // last_sign = 1.0; last_pow = 1.0; last_factorial = 1.0; // sum = last_sign * last_pow / ((s + k) * last_factorial) // for(int i = 0; i < 4; ++i) // { // last_sign *= -1.0; last_pow *= z; last_factorial *= i; // sum += last_sign * last_pow / ((s + k) * last_factorial); // } // Unrolled, constant-unfolded and arranged for madds and parallelism: vec4 scale = pow(z, s); vec4 sum = s_inv; // Summation iteration 0 result // Summation iterations 1, 2, and 3: vec4 z_sq = z*z; vec4 denom1 = s + vec4(1.0); vec4 denom2 = 2.0*s + vec4(4.0); vec4 denom3 = 6.0*s + vec4(18.0); //vec4 denom4 = 24.0*s + vec4(96.0); sum -= z/denom1; sum += z_sq/denom2; sum -= z * z_sq/denom3; //sum += z_sq * z_sq / denom4; // Scale and return: return scale * sum; } vec3 ligamma_small_z_impl(vec3 s, vec3 z, vec3 s_inv) { // vec3 version: vec3 scale = pow(z, s); vec3 sum = s_inv; vec3 z_sq = z*z; vec3 denom1 = s + vec3(1.0); vec3 denom2 = 2.0*s + vec3(4.0); vec3 denom3 = 6.0*s + vec3(18.0); sum -= z/denom1; sum += z_sq/denom2; sum -= z * z_sq/denom3; return scale * sum; } vec2 ligamma_small_z_impl(vec2 s, vec2 z, vec2 s_inv) { // vec2 version: vec2 scale = pow(z, s); vec2 sum = s_inv; vec2 z_sq = z*z; vec2 denom1 = s + vec2(1.0); vec2 denom2 = 2.0*s + vec2(4.0); vec2 denom3 = 6.0*s + vec2(18.0); sum -= z/denom1; sum += z_sq/denom2; sum -= z * z_sq/denom3; return scale * sum; } float ligamma_small_z_impl(float s, float z, float s_inv) { // Float version: float scale = pow(z, s); float sum = s_inv; float z_sq = z*z; float denom1 = s + 1.0; float denom2 = 2.0*s + 4.0; float denom3 = 6.0*s + 18.0; sum -= z/denom1; sum += z_sq/denom2; sum -= z * z_sq/denom3; return scale * sum; } // Upper incomplete gamma function for small s and large z (implementation): vec4 uigamma_large_z_impl(vec4 s, vec4 z) { // Requires: 1.) s < ~0.5 // 2.) z > ~0.775075 // Returns: Gauss's continued fraction representation for the upper // incomplete gamma function (4 terms). // The "rolled up" continued fraction looks like this. The denominator // is truncated, and it's calculated "from the bottom up:" // denom = vec4('inf'); // vec4 one = vec4(1.0); // for(int i = 4; i > 0; --i) // { // denom = ((i * 2.0) - one) + z - s + (i * (s - i))/denom; // } // Unrolled and constant-unfolded for madds and parallelism: vec4 numerator = pow(z, s) * exp(-z); vec4 denom = vec4(7.0) + z - s; denom = vec4(5.0) + z - s + (3.0*s - vec4(9.0))/denom; denom = vec4(3.0) + z - s + (2.0*s - vec4(4.0))/denom; denom = vec4(1.0) + z - s + (s - vec4(1.0))/denom; return numerator / denom; } vec3 uigamma_large_z_impl(vec3 s, vec3 z) { // vec3 version: vec3 numerator = pow(z, s) * exp(-z); vec3 denom = vec3(7.0) + z - s; denom = vec3(5.0) + z - s + (3.0*s - vec3(9.0))/denom; denom = vec3(3.0) + z - s + (2.0*s - vec3(4.0))/denom; denom = vec3(1.0) + z - s + (s - vec3(1.0))/denom; return numerator / denom; } vec2 uigamma_large_z_impl(vec2 s, vec2 z) { // vec2 version: vec2 numerator = pow(z, s) * exp(-z); vec2 denom = vec2(7.0) + z - s; denom = vec2(5.0) + z - s + (3.0*s - vec2(9.0))/denom; denom = vec2(3.0) + z - s + (2.0*s - vec2(4.0))/denom; denom = vec2(1.0) + z - s + (s - vec2(1.0))/denom; return numerator / denom; } float uigamma_large_z_impl(float s, float z) { // Float version: float numerator = pow(z, s) * exp(-z); float denom = 7.0 + z - s; denom = 5.0 + z - s + (3.0*s - 9.0)/denom; denom = 3.0 + z - s + (2.0*s - 4.0)/denom; denom = 1.0 + z - s + (s - 1.0)/denom; return numerator / denom; } // Normalized lower incomplete gamma function for small s (implementation): vec4 normalized_ligamma_impl(vec4 s, vec4 z, vec4 s_inv, vec4 gamma_s_inv) { // Requires: 1.) s < ~0.5 // 2.) s_inv = 1/s (precomputed for outside reuse) // 3.) gamma_s_inv = 1/gamma(s) (precomputed for outside reuse) // Returns: Approximate the normalized lower incomplete gamma function // for s < 0.5. Since we only care about s < 0.5, we only need // to evaluate two branches (not four) based on z. Each branch // uses four terms, with a max relative error of ~0.00182. The // branch threshold and specifics were adapted for fewer terms // from Gil/Segura/Temme's paper here: // http://oai.cwi.nl/oai/asset/20433/20433B.pdf // Evaluate both branches: Real branches test slower even when available. vec4 thresh = vec4(0.775075); bvec4 z_is_large = greaterThan(z , thresh); vec4 z_size_check = vec4(z_is_large.x ? 1.0 : 0.0, z_is_large.y ? 1.0 : 0.0, z_is_large.z ? 1.0 : 0.0, z_is_large.w ? 1.0 : 0.0); vec4 large_z = vec4(1.0) - uigamma_large_z_impl(s, z) * gamma_s_inv; vec4 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv; // Combine the results from both branches: return large_z * vec4(z_size_check) + small_z * vec4(z_size_check); } vec3 normalized_ligamma_impl(vec3 s, vec3 z, vec3 s_inv, vec3 gamma_s_inv) { // vec3 version: vec3 thresh = vec3(0.775075); bvec3 z_is_large = greaterThan(z , thresh); vec3 z_size_check = vec3(z_is_large.x ? 1.0 : 0.0, z_is_large.y ? 1.0 : 0.0, z_is_large.z ? 1.0 : 0.0); vec3 large_z = vec3(1.0) - uigamma_large_z_impl(s, z) * gamma_s_inv; vec3 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv; return large_z * vec3(z_size_check) + small_z * vec3(z_size_check); } vec2 normalized_ligamma_impl(vec2 s, vec2 z, vec2 s_inv, vec2 gamma_s_inv) { // vec2 version: vec2 thresh = vec2(0.775075); bvec2 z_is_large = greaterThan(z , thresh); vec2 z_size_check = vec2(z_is_large.x ? 1.0 : 0.0, z_is_large.y ? 1.0 : 0.0); vec2 large_z = vec2(1.0) - uigamma_large_z_impl(s, z) * gamma_s_inv; vec2 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv; return large_z * vec2(z_size_check) + small_z * vec2(z_size_check); } float normalized_ligamma_impl(float s, float z, float s_inv, float gamma_s_inv) { // Float version: float thresh = 0.775075; float z_size_check = 0.0; if (z > thresh) z_size_check = 1.0; float large_z = 1.0 - uigamma_large_z_impl(s, z) * gamma_s_inv; float small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv; return large_z * float(z_size_check) + small_z * float(z_size_check); } // Normalized lower incomplete gamma function for small s: vec4 normalized_ligamma(vec4 s, vec4 z) { // Requires: s < ~0.5 // Returns: Approximate the normalized lower incomplete gamma function // for s < 0.5. See normalized_ligamma_impl() for details. vec4 s_inv = vec4(1.0)/s; vec4 gamma_s_inv = vec4(1.0)/gamma_impl(s, s_inv); return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv); } vec3 normalized_ligamma(vec3 s, vec3 z) { // vec3 version: vec3 s_inv = vec3(1.0)/s; vec3 gamma_s_inv = vec3(1.0)/gamma_impl(s, s_inv); return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv); } vec2 normalized_ligamma(vec2 s, vec2 z) { // vec2 version: vec2 s_inv = vec2(1.0)/s; vec2 gamma_s_inv = vec2(1.0)/gamma_impl(s, s_inv); return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv); } float normalized_ligamma(float s, float z) { // Float version: float s_inv = 1.0/s; float gamma_s_inv = 1.0/gamma_impl(s, s_inv); return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv); } #endif // SPECIAL_FUNCTIONS_H /////////////////////////////////// HELPERS ////////////////////////////////// vec4 uv2_to_uv4(vec2 tex_uv) { // Make a vec2 uv offset safe for adding to vec4 tex2Dlod coords: return vec4(tex_uv, 0.0, 0.0); } // Make a length squared helper macro (for usage with static constants): #define LENGTH_SQ(vec) (dot(vec, vec)) float get_fast_gaussian_weight_sum_inv(float sigma) { // We can use the Gaussian integral to calculate the asymptotic weight for // the center pixel. Since the unnormalized center pixel weight is 1.0, // the normalized weight is the same as the weight sum inverse. Given a // large enough blur (9+), the asymptotic weight sum is close and faster: // center_weight = 0.5 * // (erf(0.5/(sigma*sqrt(2.0))) - erf(-0.5/(sigma*sqrt(2.0)))) // erf(-x) == -erf(x), so we get 0.5 * (2.0 * erf(blah blah)): // However, we can get even faster results with curve-fitting. These are // also closer than the asymptotic results, because they were constructed // from 64 blurs sizes from [3, 131) and 255 equally-spaced sigmas from // (0, blurN_std_dev), so the results for smaller sigmas are biased toward // smaller blurs. The max error is 0.0031793913. // Relative FPS: 134.3 with erf, 135.8 with curve-fitting. //static float temp = 0.5/sqrt(2.0); //return erf(temp/sigma); return min(exp(exp(0.348348412457428/ (sigma - 0.0860587260734721))), 0.399334576340352/sigma); } //////////////////// ARBITRARILY RESIZABLE SEPARABLE BLURS /////////////////// vec3 tex2Dblur11resize(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Global requirements must be met (see file description). // Returns: A 1D 11x Gaussian blurred texture lookup using a 11-tap blur. // It may be mipmapped depending on settings and dxdy. // Calculate Gaussian blur kernel weights and a normalization factor for // distances of 0-4, ignoring constant factors (since we're normalizing). float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float w4 = exp(-16.0 * denom_inv); float w5 = exp(-25.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4 + w5)); // Statically normalize weights, sum weighted samples, and return. Blurs are // currently optimized for dynamic weights. vec3 sum = vec3(0.0); sum += w5 * tex2D_linearize(tex, tex_uv - 5.0 * dxdy).rgb; sum += w4 * tex2D_linearize(tex, tex_uv - 4.0 * dxdy).rgb; sum += w3 * tex2D_linearize(tex, tex_uv - 3.0 * dxdy).rgb; sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb; sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb; sum += w0 * tex2D_linearize(tex, tex_uv).rgb; sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb; sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb; sum += w3 * tex2D_linearize(tex, tex_uv + 3.0 * dxdy).rgb; sum += w4 * tex2D_linearize(tex, tex_uv + 4.0 * dxdy).rgb; sum += w5 * tex2D_linearize(tex, tex_uv + 5.0 * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur9resize(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Global requirements must be met (see file description). // Returns: A 1D 9x Gaussian blurred texture lookup using a 9-tap blur. // It may be mipmapped depending on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float w4 = exp(-16.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4)); // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w4 * tex2D_linearize(tex, tex_uv - 4.0 * dxdy).rgb; sum += w3 * tex2D_linearize(tex, tex_uv - 3.0 * dxdy).rgb; sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb; sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb; sum += w0 * tex2D_linearize(tex, tex_uv).rgb; sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb; sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb; sum += w3 * tex2D_linearize(tex, tex_uv + 3.0 * dxdy).rgb; sum += w4 * tex2D_linearize(tex, tex_uv + 4.0 * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur7resize(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Global requirements must be met (see file description). // Returns: A 1D 7x Gaussian blurred texture lookup using a 7-tap blur. // It may be mipmapped depending on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3)); // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w3 * tex2D_linearize(tex, tex_uv - 3.0 * dxdy).rgb; sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb; sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb; sum += w0 * tex2D_linearize(tex, tex_uv).rgb; sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb; sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb; sum += w3 * tex2D_linearize(tex, tex_uv + 3.0 * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur5resize(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Global requirements must be met (see file description). // Returns: A 1D 5x Gaussian blurred texture lookup using a 5-tap blur. // It may be mipmapped depending on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2)); // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb; sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb; sum += w0 * tex2D_linearize(tex, tex_uv).rgb; sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb; sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur3resize(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Global requirements must be met (see file description). // Returns: A 1D 3x Gaussian blurred texture lookup using a 3-tap blur. // It may be mipmapped depending on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * w1); // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb; sum += w0 * tex2D_linearize(tex, tex_uv).rgb; sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb; return sum * weight_sum_inv; } /////////////////////////// FAST SEPARABLE BLURS /////////////////////////// vec3 tex2Dblur11fast(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: 1.) Global requirements must be met (see file description). // 2.) filter_linearN must = "true" in your .cgp file. // 3.) For gamma-correct bilinear filtering, global // gamma_aware_bilinear == true (from gamma-management.h) // Returns: A 1D 11x Gaussian blurred texture lookup using 6 linear // taps. It may be mipmapped depending on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float w4 = exp(-16.0 * denom_inv); float w5 = exp(-25.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4 + w5)); // Calculate combined weights and linear sample ratios between texel pairs. // The center texel (with weight w0) is used twice, so halve its weight. float w01 = w0 * 0.5 + w1; float w23 = w2 + w3; float w45 = w4 + w5; float w01_ratio = w1/w01; float w23_ratio = w3/w23; float w45_ratio = w5/w45; // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w45 * tex2D_linearize(tex, tex_uv - (4.0 + w45_ratio) * dxdy).rgb; sum += w23 * tex2D_linearize(tex, tex_uv - (2.0 + w23_ratio) * dxdy).rgb; sum += w01 * tex2D_linearize(tex, tex_uv - w01_ratio * dxdy).rgb; sum += w01 * tex2D_linearize(tex, tex_uv + w01_ratio * dxdy).rgb; sum += w23 * tex2D_linearize(tex, tex_uv + (2.0 + w23_ratio) * dxdy).rgb; sum += w45 * tex2D_linearize(tex, tex_uv + (4.0 + w45_ratio) * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur17fast(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Same as tex2Dblur11() // Returns: A 1D 17x Gaussian blurred texture lookup using 1 nearest // neighbor and 8 linear taps. It may be mipmapped depending // on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float w4 = exp(-16.0 * denom_inv); float w5 = exp(-25.0 * denom_inv); float w6 = exp(-36.0 * denom_inv); float w7 = exp(-49.0 * denom_inv); float w8 = exp(-64.0 * denom_inv); //float weight_sum_inv = 1.0 / (w0 + 2.0 * ( // w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8)); float weight_sum_inv = get_fast_gaussian_weight_sum_inv(sigma); // Calculate combined weights and linear sample ratios between texel pairs. float w1_2 = w1 + w2; float w3_4 = w3 + w4; float w5_6 = w5 + w6; float w7_8 = w7 + w8; float w1_2_ratio = w2/w1_2; float w3_4_ratio = w4/w3_4; float w5_6_ratio = w6/w5_6; float w7_8_ratio = w8/w7_8; // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w7_8 * tex2D_linearize(tex, tex_uv - (7.0 + w7_8_ratio) * dxdy).rgb; sum += w5_6 * tex2D_linearize(tex, tex_uv - (5.0 + w5_6_ratio) * dxdy).rgb; sum += w3_4 * tex2D_linearize(tex, tex_uv - (3.0 + w3_4_ratio) * dxdy).rgb; sum += w1_2 * tex2D_linearize(tex, tex_uv - (1.0 + w1_2_ratio) * dxdy).rgb; sum += w0 * tex2D_linearize(tex, tex_uv).rgb; sum += w1_2 * tex2D_linearize(tex, tex_uv + (1.0 + w1_2_ratio) * dxdy).rgb; sum += w3_4 * tex2D_linearize(tex, tex_uv + (3.0 + w3_4_ratio) * dxdy).rgb; sum += w5_6 * tex2D_linearize(tex, tex_uv + (5.0 + w5_6_ratio) * dxdy).rgb; sum += w7_8 * tex2D_linearize(tex, tex_uv + (7.0 + w7_8_ratio) * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur25fast(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Same as tex2Dblur11() // Returns: A 1D 25x Gaussian blurred texture lookup using 1 nearest // neighbor and 12 linear taps. It may be mipmapped depending // on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float w4 = exp(-16.0 * denom_inv); float w5 = exp(-25.0 * denom_inv); float w6 = exp(-36.0 * denom_inv); float w7 = exp(-49.0 * denom_inv); float w8 = exp(-64.0 * denom_inv); float w9 = exp(-81.0 * denom_inv); float w10 = exp(-100.0 * denom_inv); float w11 = exp(-121.0 * denom_inv); float w12 = exp(-144.0 * denom_inv); //float weight_sum_inv = 1.0 / (w0 + 2.0 * ( // w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 + w11 + w12)); float weight_sum_inv = get_fast_gaussian_weight_sum_inv(sigma); // Calculate combined weights and linear sample ratios between texel pairs. float w1_2 = w1 + w2; float w3_4 = w3 + w4; float w5_6 = w5 + w6; float w7_8 = w7 + w8; float w9_10 = w9 + w10; float w11_12 = w11 + w12; float w1_2_ratio = w2/w1_2; float w3_4_ratio = w4/w3_4; float w5_6_ratio = w6/w5_6; float w7_8_ratio = w8/w7_8; float w9_10_ratio = w10/w9_10; float w11_12_ratio = w12/w11_12; // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w11_12 * tex2D_linearize(tex, tex_uv - (11.0 + w11_12_ratio) * dxdy).rgb; sum += w9_10 * tex2D_linearize(tex, tex_uv - (9.0 + w9_10_ratio) * dxdy).rgb; sum += w7_8 * tex2D_linearize(tex, tex_uv - (7.0 + w7_8_ratio) * dxdy).rgb; sum += w5_6 * tex2D_linearize(tex, tex_uv - (5.0 + w5_6_ratio) * dxdy).rgb; sum += w3_4 * tex2D_linearize(tex, tex_uv - (3.0 + w3_4_ratio) * dxdy).rgb; sum += w1_2 * tex2D_linearize(tex, tex_uv - (1.0 + w1_2_ratio) * dxdy).rgb; sum += w0 * tex2D_linearize(tex, tex_uv).rgb; sum += w1_2 * tex2D_linearize(tex, tex_uv + (1.0 + w1_2_ratio) * dxdy).rgb; sum += w3_4 * tex2D_linearize(tex, tex_uv + (3.0 + w3_4_ratio) * dxdy).rgb; sum += w5_6 * tex2D_linearize(tex, tex_uv + (5.0 + w5_6_ratio) * dxdy).rgb; sum += w7_8 * tex2D_linearize(tex, tex_uv + (7.0 + w7_8_ratio) * dxdy).rgb; sum += w9_10 * tex2D_linearize(tex, tex_uv + (9.0 + w9_10_ratio) * dxdy).rgb; sum += w11_12 * tex2D_linearize(tex, tex_uv + (11.0 + w11_12_ratio) * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur31fast(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Same as tex2Dblur11() // Returns: A 1D 31x Gaussian blurred texture lookup using 16 linear // taps. It may be mipmapped depending on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float w4 = exp(-16.0 * denom_inv); float w5 = exp(-25.0 * denom_inv); float w6 = exp(-36.0 * denom_inv); float w7 = exp(-49.0 * denom_inv); float w8 = exp(-64.0 * denom_inv); float w9 = exp(-81.0 * denom_inv); float w10 = exp(-100.0 * denom_inv); float w11 = exp(-121.0 * denom_inv); float w12 = exp(-144.0 * denom_inv); float w13 = exp(-169.0 * denom_inv); float w14 = exp(-196.0 * denom_inv); float w15 = exp(-225.0 * denom_inv); //float weight_sum_inv = 1.0 / // (w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + // w9 + w10 + w11 + w12 + w13 + w14 + w15)); float weight_sum_inv = get_fast_gaussian_weight_sum_inv(sigma); // Calculate combined weights and linear sample ratios between texel pairs. // The center texel (with weight w0) is used twice, so halve its weight. float w0_1 = w0 * 0.5 + w1; float w2_3 = w2 + w3; float w4_5 = w4 + w5; float w6_7 = w6 + w7; float w8_9 = w8 + w9; float w10_11 = w10 + w11; float w12_13 = w12 + w13; float w14_15 = w14 + w15; float w0_1_ratio = w1/w0_1; float w2_3_ratio = w3/w2_3; float w4_5_ratio = w5/w4_5; float w6_7_ratio = w7/w6_7; float w8_9_ratio = w9/w8_9; float w10_11_ratio = w11/w10_11; float w12_13_ratio = w13/w12_13; float w14_15_ratio = w15/w14_15; // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w14_15 * tex2D_linearize(tex, tex_uv - (14.0 + w14_15_ratio) * dxdy).rgb; sum += w12_13 * tex2D_linearize(tex, tex_uv - (12.0 + w12_13_ratio) * dxdy).rgb; sum += w10_11 * tex2D_linearize(tex, tex_uv - (10.0 + w10_11_ratio) * dxdy).rgb; sum += w8_9 * tex2D_linearize(tex, tex_uv - (8.0 + w8_9_ratio) * dxdy).rgb; sum += w6_7 * tex2D_linearize(tex, tex_uv - (6.0 + w6_7_ratio) * dxdy).rgb; sum += w4_5 * tex2D_linearize(tex, tex_uv - (4.0 + w4_5_ratio) * dxdy).rgb; sum += w2_3 * tex2D_linearize(tex, tex_uv - (2.0 + w2_3_ratio) * dxdy).rgb; sum += w0_1 * tex2D_linearize(tex, tex_uv - w0_1_ratio * dxdy).rgb; sum += w0_1 * tex2D_linearize(tex, tex_uv + w0_1_ratio * dxdy).rgb; sum += w2_3 * tex2D_linearize(tex, tex_uv + (2.0 + w2_3_ratio) * dxdy).rgb; sum += w4_5 * tex2D_linearize(tex, tex_uv + (4.0 + w4_5_ratio) * dxdy).rgb; sum += w6_7 * tex2D_linearize(tex, tex_uv + (6.0 + w6_7_ratio) * dxdy).rgb; sum += w8_9 * tex2D_linearize(tex, tex_uv + (8.0 + w8_9_ratio) * dxdy).rgb; sum += w10_11 * tex2D_linearize(tex, tex_uv + (10.0 + w10_11_ratio) * dxdy).rgb; sum += w12_13 * tex2D_linearize(tex, tex_uv + (12.0 + w12_13_ratio) * dxdy).rgb; sum += w14_15 * tex2D_linearize(tex, tex_uv + (14.0 + w14_15_ratio) * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur43fast(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Same as tex2Dblur11() // Returns: A 1D 43x Gaussian blurred texture lookup using 22 linear // taps. It may be mipmapped depending on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float w4 = exp(-16.0 * denom_inv); float w5 = exp(-25.0 * denom_inv); float w6 = exp(-36.0 * denom_inv); float w7 = exp(-49.0 * denom_inv); float w8 = exp(-64.0 * denom_inv); float w9 = exp(-81.0 * denom_inv); float w10 = exp(-100.0 * denom_inv); float w11 = exp(-121.0 * denom_inv); float w12 = exp(-144.0 * denom_inv); float w13 = exp(-169.0 * denom_inv); float w14 = exp(-196.0 * denom_inv); float w15 = exp(-225.0 * denom_inv); float w16 = exp(-256.0 * denom_inv); float w17 = exp(-289.0 * denom_inv); float w18 = exp(-324.0 * denom_inv); float w19 = exp(-361.0 * denom_inv); float w20 = exp(-400.0 * denom_inv); float w21 = exp(-441.0 * denom_inv); //float weight_sum_inv = 1.0 / // (w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 + w11 + // w12 + w13 + w14 + w15 + w16 + w17 + w18 + w19 + w20 + w21)); float weight_sum_inv = get_fast_gaussian_weight_sum_inv(sigma); // Calculate combined weights and linear sample ratios between texel pairs. // The center texel (with weight w0) is used twice, so halve its weight. float w0_1 = w0 * 0.5 + w1; float w2_3 = w2 + w3; float w4_5 = w4 + w5; float w6_7 = w6 + w7; float w8_9 = w8 + w9; float w10_11 = w10 + w11; float w12_13 = w12 + w13; float w14_15 = w14 + w15; float w16_17 = w16 + w17; float w18_19 = w18 + w19; float w20_21 = w20 + w21; float w0_1_ratio = w1/w0_1; float w2_3_ratio = w3/w2_3; float w4_5_ratio = w5/w4_5; float w6_7_ratio = w7/w6_7; float w8_9_ratio = w9/w8_9; float w10_11_ratio = w11/w10_11; float w12_13_ratio = w13/w12_13; float w14_15_ratio = w15/w14_15; float w16_17_ratio = w17/w16_17; float w18_19_ratio = w19/w18_19; float w20_21_ratio = w21/w20_21; // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w20_21 * tex2D_linearize(tex, tex_uv - (20.0 + w20_21_ratio) * dxdy).rgb; sum += w18_19 * tex2D_linearize(tex, tex_uv - (18.0 + w18_19_ratio) * dxdy).rgb; sum += w16_17 * tex2D_linearize(tex, tex_uv - (16.0 + w16_17_ratio) * dxdy).rgb; sum += w14_15 * tex2D_linearize(tex, tex_uv - (14.0 + w14_15_ratio) * dxdy).rgb; sum += w12_13 * tex2D_linearize(tex, tex_uv - (12.0 + w12_13_ratio) * dxdy).rgb; sum += w10_11 * tex2D_linearize(tex, tex_uv - (10.0 + w10_11_ratio) * dxdy).rgb; sum += w8_9 * tex2D_linearize(tex, tex_uv - (8.0 + w8_9_ratio) * dxdy).rgb; sum += w6_7 * tex2D_linearize(tex, tex_uv - (6.0 + w6_7_ratio) * dxdy).rgb; sum += w4_5 * tex2D_linearize(tex, tex_uv - (4.0 + w4_5_ratio) * dxdy).rgb; sum += w2_3 * tex2D_linearize(tex, tex_uv - (2.0 + w2_3_ratio) * dxdy).rgb; sum += w0_1 * tex2D_linearize(tex, tex_uv - w0_1_ratio * dxdy).rgb; sum += w0_1 * tex2D_linearize(tex, tex_uv + w0_1_ratio * dxdy).rgb; sum += w2_3 * tex2D_linearize(tex, tex_uv + (2.0 + w2_3_ratio) * dxdy).rgb; sum += w4_5 * tex2D_linearize(tex, tex_uv + (4.0 + w4_5_ratio) * dxdy).rgb; sum += w6_7 * tex2D_linearize(tex, tex_uv + (6.0 + w6_7_ratio) * dxdy).rgb; sum += w8_9 * tex2D_linearize(tex, tex_uv + (8.0 + w8_9_ratio) * dxdy).rgb; sum += w10_11 * tex2D_linearize(tex, tex_uv + (10.0 + w10_11_ratio) * dxdy).rgb; sum += w12_13 * tex2D_linearize(tex, tex_uv + (12.0 + w12_13_ratio) * dxdy).rgb; sum += w14_15 * tex2D_linearize(tex, tex_uv + (14.0 + w14_15_ratio) * dxdy).rgb; sum += w16_17 * tex2D_linearize(tex, tex_uv + (16.0 + w16_17_ratio) * dxdy).rgb; sum += w18_19 * tex2D_linearize(tex, tex_uv + (18.0 + w18_19_ratio) * dxdy).rgb; sum += w20_21 * tex2D_linearize(tex, tex_uv + (20.0 + w20_21_ratio) * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur3fast(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Same as tex2Dblur11() // Returns: A 1D 3x Gaussian blurred texture lookup using 2 linear // taps. It may be mipmapped depending on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * w1); // Calculate combined weights and linear sample ratios between texel pairs. // The center texel (with weight w0) is used twice, so halve its weight. float w01 = w0 * 0.5 + w1; float w01_ratio = w1/w01; // Weights for all samples are the same, so just average them: return 0.5 * ( tex2D_linearize(tex, tex_uv - w01_ratio * dxdy).rgb + tex2D_linearize(tex, tex_uv + w01_ratio * dxdy).rgb); } vec3 tex2Dblur5fast(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Same as tex2Dblur11() // Returns: A 1D 5x Gaussian blurred texture lookup using 1 nearest // neighbor and 2 linear taps. It may be mipmapped depending // on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2)); // Calculate combined weights and linear sample ratios between texel pairs. float w12 = w1 + w2; float w12_ratio = w2/w12; // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w12 * tex2D_linearize(tex, tex_uv - (1.0 + w12_ratio) * dxdy).rgb; sum += w0 * tex2D_linearize(tex, tex_uv).rgb; sum += w12 * tex2D_linearize(tex, tex_uv + (1.0 + w12_ratio) * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur7fast(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Same as tex2Dblur11() // Returns: A 1D 7x Gaussian blurred texture lookup using 4 linear // taps. It may be mipmapped depending on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3)); // Calculate combined weights and linear sample ratios between texel pairs. // The center texel (with weight w0) is used twice, so halve its weight. float w01 = w0 * 0.5 + w1; float w23 = w2 + w3; float w01_ratio = w1/w01; float w23_ratio = w3/w23; // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w23 * tex2D_linearize(tex, tex_uv - (2.0 + w23_ratio) * dxdy).rgb; sum += w01 * tex2D_linearize(tex, tex_uv - w01_ratio * dxdy).rgb; sum += w01 * tex2D_linearize(tex, tex_uv + w01_ratio * dxdy).rgb; sum += w23 * tex2D_linearize(tex, tex_uv + (2.0 + w23_ratio) * dxdy).rgb; return sum * weight_sum_inv; } //////////////////// ARBITRARILY RESIZABLE ONE-PASS BLURS //////////////////// vec3 tex2Dblur3x3resize(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Global requirements must be met (see file description). // Returns: A 3x3 Gaussian blurred mipmapped texture lookup of the // resized input. // Description: // This is the only arbitrarily resizable one-pass blur; tex2Dblur5x5resize // would perform like tex2Dblur9x9, MUCH slower than tex2Dblur5resize. float denom_inv = 0.5/(sigma*sigma); // Load each sample. We need all 3x3 samples. Quad-pixel communication // won't help either: This should perform like tex2Dblur5x5, but sharing a // 4x4 sample field would perform more like tex2Dblur8x8shared (worse). vec2 sample4_uv = tex_uv; vec2 dx = vec2(dxdy.x, 0.0); vec2 dy = vec2(0.0, dxdy.y); vec2 sample1_uv = sample4_uv - dy; vec2 sample7_uv = sample4_uv + dy; vec3 sample0 = tex2D_linearize(tex, sample1_uv - dx).rgb; vec3 sample1 = tex2D_linearize(tex, sample1_uv).rgb; vec3 sample2 = tex2D_linearize(tex, sample1_uv + dx).rgb; vec3 sample3 = tex2D_linearize(tex, sample4_uv - dx).rgb; vec3 sample4 = tex2D_linearize(tex, sample4_uv).rgb; vec3 sample5 = tex2D_linearize(tex, sample4_uv + dx).rgb; vec3 sample6 = tex2D_linearize(tex, sample7_uv - dx).rgb; vec3 sample7 = tex2D_linearize(tex, sample7_uv).rgb; vec3 sample8 = tex2D_linearize(tex, sample7_uv + dx).rgb; // Statically compute Gaussian sample weights: float w4 = 1.0; float w1_3_5_7 = exp(-LENGTH_SQ(vec2(1.0, 0.0)) * denom_inv); float w0_2_6_8 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv); float weight_sum_inv = 1.0/(w4 + 4.0 * (w1_3_5_7 + w0_2_6_8)); // Weight and sum the samples: vec3 sum = w4 * sample4 + w1_3_5_7 * (sample1 + sample3 + sample5 + sample7) + w0_2_6_8 * (sample0 + sample2 + sample6 + sample8); return sum * weight_sum_inv; } // Resizable one-pass blurs: vec3 tex2Dblur3x3resize(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur3x3resize(texture, tex_uv, dxdy, blur3_std_dev); } vec3 tex2Dblur9fast(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Requires: Same as tex2Dblur11() // Returns: A 1D 9x Gaussian blurred texture lookup using 1 nearest // neighbor and 4 linear taps. It may be mipmapped depending // on settings and dxdy. // First get the texel weights and normalization factor as above. float denom_inv = 0.5/(sigma*sigma); float w0 = 1.0; float w1 = exp(-1.0 * denom_inv); float w2 = exp(-4.0 * denom_inv); float w3 = exp(-9.0 * denom_inv); float w4 = exp(-16.0 * denom_inv); float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4)); // Calculate combined weights and linear sample ratios between texel pairs. float w12 = w1 + w2; float w34 = w3 + w4; float w12_ratio = w2/w12; float w34_ratio = w4/w34; // Statically normalize weights, sum weighted samples, and return: vec3 sum = vec3(0.0); sum += w34 * tex2D_linearize(tex, tex_uv - (3.0 + w34_ratio) * dxdy).rgb; sum += w12 * tex2D_linearize(tex, tex_uv - (1.0 + w12_ratio) * dxdy).rgb; sum += w0 * tex2D_linearize(tex, tex_uv).rgb; sum += w12 * tex2D_linearize(tex, tex_uv + (1.0 + w12_ratio) * dxdy).rgb; sum += w34 * tex2D_linearize(tex, tex_uv + (3.0 + w34_ratio) * dxdy).rgb; return sum * weight_sum_inv; } vec3 tex2Dblur9x9(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Perform a 1-pass 9x9 blur with 5x5 bilinear samples. // Requires: Same as tex2Dblur9() // Returns: A 9x9 Gaussian blurred mipmapped texture lookup composed of // 5x5 carefully selected bilinear samples. // Description: // Perform a 1-pass 9x9 blur with 5x5 bilinear samples. Adjust the // bilinear sample location to reflect the true Gaussian weights for each // underlying texel. The following diagram illustrates the relative // locations of bilinear samples. Each sample with the same number has the // same weight (notice the symmetry). The letters a, b, c, d distinguish // quadrants, and the letters U, D, L, R, C (up, down, left, right, center) // distinguish 1D directions along the line containing the pixel center: // 6a 5a 2U 5b 6b // 4a 3a 1U 3b 4b // 2L 1L 0C 1R 2R // 4c 3c 1D 3d 4d // 6c 5c 2D 5d 6d // The following diagram illustrates the underlying equally spaced texels, // named after the sample that accesses them and subnamed by their location // within their 2x2, 2x1, 1x2, or 1x1 texel block: // 6a4 6a3 5a4 5a3 2U2 5b3 5b4 6b3 6b4 // 6a2 6a1 5a2 5a1 2U1 5b1 5b2 6b1 6b2 // 4a4 4a3 3a4 3a3 1U2 3b3 3b4 4b3 4b4 // 4a2 4a1 3a2 3a1 1U1 3b1 3b2 4b1 4b2 // 2L2 2L1 1L2 1L1 0C1 1R1 1R2 2R1 2R2 // 4c2 4c1 3c2 3c1 1D1 3d1 3d2 4d1 4d2 // 4c4 4c3 3c4 3c3 1D2 3d3 3d4 4d3 4d4 // 6c2 6c1 5c2 5c1 2D1 5d1 5d2 6d1 6d2 // 6c4 6c3 5c4 5c3 2D2 5d3 5d4 6d3 6d4 // Note there is only one C texel and only two texels for each U, D, L, or // R sample. The center sample is effectively a nearest neighbor sample, // and the U/D/L/R samples use 1D linear filtering. All other texels are // read with bilinear samples somewhere within their 2x2 texel blocks. // COMPUTE TEXTURE COORDS: // Statically compute sampling offsets within each 2x2 texel block, based // on 1D sampling ratios between texels [1, 2] and [3, 4] texels away from // the center, and reuse them independently for both dimensions. Compute // these offsets based on the relative 1D Gaussian weights of the texels // in question. (w1off means "Gaussian weight for the texel 1.0 texels // away from the pixel center," etc.). float denom_inv = 0.5/(sigma*sigma); float w1off = exp(-1.0 * denom_inv); float w2off = exp(-4.0 * denom_inv); float w3off = exp(-9.0 * denom_inv); float w4off = exp(-16.0 * denom_inv); float texel1to2ratio = w2off/(w1off + w2off); float texel3to4ratio = w4off/(w3off + w4off); // Statically compute texel offsets from the fragment center to each // bilinear sample in the bottom-right quadrant, including x-axis-aligned: vec2 sample1R_texel_offset = vec2(1.0, 0.0) + vec2(texel1to2ratio, 0.0); vec2 sample2R_texel_offset = vec2(3.0, 0.0) + vec2(texel3to4ratio, 0.0); vec2 sample3d_texel_offset = vec2(1.0, 1.0) + vec2(texel1to2ratio, texel1to2ratio); vec2 sample4d_texel_offset = vec2(3.0, 1.0) + vec2(texel3to4ratio, texel1to2ratio); vec2 sample5d_texel_offset = vec2(1.0, 3.0) + vec2(texel1to2ratio, texel3to4ratio); vec2 sample6d_texel_offset = vec2(3.0, 3.0) + vec2(texel3to4ratio, texel3to4ratio); // CALCULATE KERNEL WEIGHTS FOR ALL SAMPLES: // Statically compute Gaussian texel weights for the bottom-right quadrant. // Read underscores as "and." float w1R1 = w1off; float w1R2 = w2off; float w2R1 = w3off; float w2R2 = w4off; float w3d1 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv); float w3d2_3d3 = exp(-LENGTH_SQ(vec2(2.0, 1.0)) * denom_inv); float w3d4 = exp(-LENGTH_SQ(vec2(2.0, 2.0)) * denom_inv); float w4d1_5d1 = exp(-LENGTH_SQ(vec2(3.0, 1.0)) * denom_inv); float w4d2_5d3 = exp(-LENGTH_SQ(vec2(4.0, 1.0)) * denom_inv); float w4d3_5d2 = exp(-LENGTH_SQ(vec2(3.0, 2.0)) * denom_inv); float w4d4_5d4 = exp(-LENGTH_SQ(vec2(4.0, 2.0)) * denom_inv); float w6d1 = exp(-LENGTH_SQ(vec2(3.0, 3.0)) * denom_inv); float w6d2_6d3 = exp(-LENGTH_SQ(vec2(4.0, 3.0)) * denom_inv); float w6d4 = exp(-LENGTH_SQ(vec2(4.0, 4.0)) * denom_inv); // Statically add texel weights in each sample to get sample weights: float w0 = 1.0; float w1 = w1R1 + w1R2; float w2 = w2R1 + w2R2; float w3 = w3d1 + 2.0 * w3d2_3d3 + w3d4; float w4 = w4d1_5d1 + w4d2_5d3 + w4d3_5d2 + w4d4_5d4; float w5 = w4; float w6 = w6d1 + 2.0 * w6d2_6d3 + w6d4; // Get the weight sum inverse (normalization factor): float weight_sum_inv = 1.0/(w0 + 4.0 * (w1 + w2 + w3 + w4 + w5 + w6)); // LOAD TEXTURE SAMPLES: // Load all 25 samples (1 nearest, 8 linear, 16 bilinear) using symmetry: vec2 mirror_x = vec2(-1.0, 1.0); vec2 mirror_y = vec2(1.0, -1.0); vec2 mirror_xy = vec2(-1.0, -1.0); vec2 dxdy_mirror_x = dxdy * mirror_x; vec2 dxdy_mirror_y = dxdy * mirror_y; vec2 dxdy_mirror_xy = dxdy * mirror_xy; // Sampling order doesn't seem to affect performance, so just be clear: vec3 sample0C = tex2D_linearize(tex, tex_uv).rgb; vec3 sample1R = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset).rgb; vec3 sample1D = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset.yx).rgb; vec3 sample1L = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset).rgb; vec3 sample1U = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset.yx).rgb; vec3 sample2R = tex2D_linearize(tex, tex_uv + dxdy * sample2R_texel_offset).rgb; vec3 sample2D = tex2D_linearize(tex, tex_uv + dxdy * sample2R_texel_offset.yx).rgb; vec3 sample2L = tex2D_linearize(tex, tex_uv - dxdy * sample2R_texel_offset).rgb; vec3 sample2U = tex2D_linearize(tex, tex_uv - dxdy * sample2R_texel_offset.yx).rgb; vec3 sample3d = tex2D_linearize(tex, tex_uv + dxdy * sample3d_texel_offset).rgb; vec3 sample3c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample3d_texel_offset).rgb; vec3 sample3b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample3d_texel_offset).rgb; vec3 sample3a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample3d_texel_offset).rgb; vec3 sample4d = tex2D_linearize(tex, tex_uv + dxdy * sample4d_texel_offset).rgb; vec3 sample4c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample4d_texel_offset).rgb; vec3 sample4b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample4d_texel_offset).rgb; vec3 sample4a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample4d_texel_offset).rgb; vec3 sample5d = tex2D_linearize(tex, tex_uv + dxdy * sample5d_texel_offset).rgb; vec3 sample5c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample5d_texel_offset).rgb; vec3 sample5b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample5d_texel_offset).rgb; vec3 sample5a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample5d_texel_offset).rgb; vec3 sample6d = tex2D_linearize(tex, tex_uv + dxdy * sample6d_texel_offset).rgb; vec3 sample6c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample6d_texel_offset).rgb; vec3 sample6b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample6d_texel_offset).rgb; vec3 sample6a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample6d_texel_offset).rgb; // SUM WEIGHTED SAMPLES: // Statically normalize weights (so total = 1.0), and sum weighted samples. vec3 sum = w0 * sample0C; sum += w1 * (sample1R + sample1D + sample1L + sample1U); sum += w2 * (sample2R + sample2D + sample2L + sample2U); sum += w3 * (sample3d + sample3c + sample3b + sample3a); sum += w4 * (sample4d + sample4c + sample4b + sample4a); sum += w5 * (sample5d + sample5c + sample5b + sample5a); sum += w6 * (sample6d + sample6c + sample6b + sample6a); return sum * weight_sum_inv; } vec3 tex2Dblur7x7(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Perform a 1-pass 7x7 blur with 5x5 bilinear samples. // Requires: Same as tex2Dblur9() // Returns: A 7x7 Gaussian blurred mipmapped texture lookup composed of // 4x4 carefully selected bilinear samples. // Description: // First see the descriptions for tex2Dblur9x9() and tex2Dblur7(). This // blur mixes concepts from both. The sample layout is as follows: // 4a 3a 3b 4b // 2a 1a 1b 2b // 2c 1c 1d 2d // 4c 3c 3d 4d // The texel layout is as follows. Note that samples 3a/3b, 1a/1b, 1c/1d, // and 3c/3d share a vertical column of texels, and samples 2a/2c, 1a/1c, // 1b/1d, and 2b/2d share a horizontal row of texels (all sample1's share // the center texel): // 4a4 4a3 3a4 3ab3 3b4 4b3 4b4 // 4a2 4a1 3a2 3ab1 3b2 4b1 4b2 // 2a4 2a3 1a4 1ab3 1b4 2b3 2b4 // 2ac2 2ac1 1ac2 1* 1bd2 2bd1 2bd2 // 2c4 2c3 1c4 1cd3 1d4 2d3 2d4 // 4c2 4c1 3c2 3cd1 3d2 4d1 4d2 // 4c4 4c3 3c4 3cd3 3d4 4d3 4d4 // COMPUTE TEXTURE COORDS: // Statically compute bilinear sampling offsets (details in tex2Dblur9x9). float denom_inv = 0.5/(sigma*sigma); float w0off = 1.0; float w1off = exp(-1.0 * denom_inv); float w2off = exp(-4.0 * denom_inv); float w3off = exp(-9.0 * denom_inv); float texel0to1ratio = w1off/(w0off * 0.5 + w1off); float texel2to3ratio = w3off/(w2off + w3off); // Statically compute texel offsets from the fragment center to each // bilinear sample in the bottom-right quadrant, including axis-aligned: vec2 sample1d_texel_offset = vec2(texel0to1ratio, texel0to1ratio); vec2 sample2d_texel_offset = vec2(2.0, 0.0) + vec2(texel2to3ratio, texel0to1ratio); vec2 sample3d_texel_offset = vec2(0.0, 2.0) + vec2(texel0to1ratio, texel2to3ratio); vec2 sample4d_texel_offset = vec2(2.0, 2.0) + vec2(texel2to3ratio, texel2to3ratio); // CALCULATE KERNEL WEIGHTS FOR ALL SAMPLES: // Statically compute Gaussian texel weights for the bottom-right quadrant. // Read underscores as "and." float w1abcd = 1.0; float w1bd2_1cd3 = exp(-LENGTH_SQ(vec2(1.0, 0.0)) * denom_inv); float w2bd1_3cd1 = exp(-LENGTH_SQ(vec2(2.0, 0.0)) * denom_inv); float w2bd2_3cd2 = exp(-LENGTH_SQ(vec2(3.0, 0.0)) * denom_inv); float w1d4 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv); float w2d3_3d2 = exp(-LENGTH_SQ(vec2(2.0, 1.0)) * denom_inv); float w2d4_3d4 = exp(-LENGTH_SQ(vec2(3.0, 1.0)) * denom_inv); float w4d1 = exp(-LENGTH_SQ(vec2(2.0, 2.0)) * denom_inv); float w4d2_4d3 = exp(-LENGTH_SQ(vec2(3.0, 2.0)) * denom_inv); float w4d4 = exp(-LENGTH_SQ(vec2(3.0, 3.0)) * denom_inv); // Statically add texel weights in each sample to get sample weights. // Split weights for shared texels between samples sharing them: float w1 = w1abcd * 0.25 + w1bd2_1cd3 + w1d4; float w2_3 = (w2bd1_3cd1 + w2bd2_3cd2) * 0.5 + w2d3_3d2 + w2d4_3d4; float w4 = w4d1 + 2.0 * w4d2_4d3 + w4d4; // Get the weight sum inverse (normalization factor): float weight_sum_inv = 1.0/(4.0 * (w1 + 2.0 * w2_3 + w4)); // LOAD TEXTURE SAMPLES: // Load all 16 samples using symmetry: vec2 mirror_x = vec2(-1.0, 1.0); vec2 mirror_y = vec2(1.0, -1.0); vec2 mirror_xy = vec2(-1.0, -1.0); vec2 dxdy_mirror_x = dxdy * mirror_x; vec2 dxdy_mirror_y = dxdy * mirror_y; vec2 dxdy_mirror_xy = dxdy * mirror_xy; vec3 sample1a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample1d_texel_offset).rgb; vec3 sample2a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample2d_texel_offset).rgb; vec3 sample3a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample3d_texel_offset).rgb; vec3 sample4a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample4d_texel_offset).rgb; vec3 sample1b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample1d_texel_offset).rgb; vec3 sample2b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample2d_texel_offset).rgb; vec3 sample3b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample3d_texel_offset).rgb; vec3 sample4b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample4d_texel_offset).rgb; vec3 sample1c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample1d_texel_offset).rgb; vec3 sample2c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample2d_texel_offset).rgb; vec3 sample3c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample3d_texel_offset).rgb; vec3 sample4c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample4d_texel_offset).rgb; vec3 sample1d = tex2D_linearize(tex, tex_uv + dxdy * sample1d_texel_offset).rgb; vec3 sample2d = tex2D_linearize(tex, tex_uv + dxdy * sample2d_texel_offset).rgb; vec3 sample3d = tex2D_linearize(tex, tex_uv + dxdy * sample3d_texel_offset).rgb; vec3 sample4d = tex2D_linearize(tex, tex_uv + dxdy * sample4d_texel_offset).rgb; // SUM WEIGHTED SAMPLES: // Statically normalize weights (so total = 1.0), and sum weighted samples. vec3 sum = vec3(0.0); sum += w1 * (sample1a + sample1b + sample1c + sample1d); sum += w2_3 * (sample2a + sample2b + sample2c + sample2d); sum += w2_3 * (sample3a + sample3b + sample3c + sample3d); sum += w4 * (sample4a + sample4b + sample4c + sample4d); return sum * weight_sum_inv; } vec3 tex2Dblur5x5(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Perform a 1-pass 5x5 blur with 3x3 bilinear samples. // Requires: Same as tex2Dblur9() // Returns: A 5x5 Gaussian blurred mipmapped texture lookup composed of // 3x3 carefully selected bilinear samples. // Description: // First see the description for tex2Dblur9x9(). This blur uses the same // concept and sample/texel locations except on a smaller scale. Samples: // 2a 1U 2b // 1L 0C 1R // 2c 1D 2d // Texels: // 2a4 2a3 1U2 2b3 2b4 // 2a2 2a1 1U1 2b1 2b2 // 1L2 1L1 0C1 1R1 1R2 // 2c2 2c1 1D1 2d1 2d2 // 2c4 2c3 1D2 2d3 2d4 // COMPUTE TEXTURE COORDS: // Statically compute bilinear sampling offsets (details in tex2Dblur9x9). float denom_inv = 0.5/(sigma*sigma); float w1off = exp(-1.0 * denom_inv); float w2off = exp(-4.0 * denom_inv); float texel1to2ratio = w2off/(w1off + w2off); // Statically compute texel offsets from the fragment center to each // bilinear sample in the bottom-right quadrant, including x-axis-aligned: vec2 sample1R_texel_offset = vec2(1.0, 0.0) + vec2(texel1to2ratio, 0.0); vec2 sample2d_texel_offset = vec2(1.0, 1.0) + vec2(texel1to2ratio, texel1to2ratio); // CALCULATE KERNEL WEIGHTS FOR ALL SAMPLES: // Statically compute Gaussian texel weights for the bottom-right quadrant. // Read underscores as "and." float w1R1 = w1off; float w1R2 = w2off; float w2d1 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv); float w2d2_3 = exp(-LENGTH_SQ(vec2(2.0, 1.0)) * denom_inv); float w2d4 = exp(-LENGTH_SQ(vec2(2.0, 2.0)) * denom_inv); // Statically add texel weights in each sample to get sample weights: float w0 = 1.0; float w1 = w1R1 + w1R2; float w2 = w2d1 + 2.0 * w2d2_3 + w2d4; // Get the weight sum inverse (normalization factor): float weight_sum_inv = 1.0/(w0 + 4.0 * (w1 + w2)); // LOAD TEXTURE SAMPLES: // Load all 9 samples (1 nearest, 4 linear, 4 bilinear) using symmetry: vec2 mirror_x = vec2(-1.0, 1.0); vec2 mirror_y = vec2(1.0, -1.0); vec2 mirror_xy = vec2(-1.0, -1.0); vec2 dxdy_mirror_x = dxdy * mirror_x; vec2 dxdy_mirror_y = dxdy * mirror_y; vec2 dxdy_mirror_xy = dxdy * mirror_xy; vec3 sample0C = tex2D_linearize(tex, tex_uv).rgb; vec3 sample1R = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset).rgb; vec3 sample1D = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset.yx).rgb; vec3 sample1L = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset).rgb; vec3 sample1U = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset.yx).rgb; vec3 sample2d = tex2D_linearize(tex, tex_uv + dxdy * sample2d_texel_offset).rgb; vec3 sample2c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample2d_texel_offset).rgb; vec3 sample2b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample2d_texel_offset).rgb; vec3 sample2a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample2d_texel_offset).rgb; // SUM WEIGHTED SAMPLES: // Statically normalize weights (so total = 1.0), and sum weighted samples. vec3 sum = w0 * sample0C; sum += w1 * (sample1R + sample1D + sample1L + sample1U); sum += w2 * (sample2a + sample2b + sample2c + sample2d); return sum * weight_sum_inv; } vec3 tex2Dblur3x3(sampler2D tex, vec2 tex_uv, vec2 dxdy, float sigma) { // Perform a 1-pass 3x3 blur with 5x5 bilinear samples. // Requires: Same as tex2Dblur9() // Returns: A 3x3 Gaussian blurred mipmapped texture lookup composed of // 2x2 carefully selected bilinear samples. // Description: // First see the descriptions for tex2Dblur9x9() and tex2Dblur7(). This // blur mixes concepts from both. The sample layout is as follows: // 0a 0b // 0c 0d // The texel layout is as follows. Note that samples 0a/0b and 0c/0d share // a vertical column of texels, and samples 0a/0c and 0b/0d share a // horizontal row of texels (all samples share the center texel): // 0a3 0ab2 0b3 // 0ac1 0*0 0bd1 // 0c3 0cd2 0d3 // COMPUTE TEXTURE COORDS: // Statically compute bilinear sampling offsets (details in tex2Dblur9x9). float denom_inv = 0.5/(sigma*sigma); float w0off = 1.0; float w1off = exp(-1.0 * denom_inv); float texel0to1ratio = w1off/(w0off * 0.5 + w1off); // Statically compute texel offsets from the fragment center to each // bilinear sample in the bottom-right quadrant, including axis-aligned: vec2 sample0d_texel_offset = vec2(texel0to1ratio, texel0to1ratio); // LOAD TEXTURE SAMPLES: // Load all 4 samples using symmetry: vec2 mirror_x = vec2(-1.0, 1.0); vec2 mirror_y = vec2(1.0, -1.0); vec2 mirror_xy = vec2(-1.0, -1.0); vec2 dxdy_mirror_x = dxdy * mirror_x; vec2 dxdy_mirror_y = dxdy * mirror_y; vec2 dxdy_mirror_xy = dxdy * mirror_xy; vec3 sample0a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample0d_texel_offset).rgb; vec3 sample0b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample0d_texel_offset).rgb; vec3 sample0c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample0d_texel_offset).rgb; vec3 sample0d = tex2D_linearize(tex, tex_uv + dxdy * sample0d_texel_offset).rgb; // SUM WEIGHTED SAMPLES: // Weights for all samples are the same, so just average them: return 0.25 * (sample0a + sample0b + sample0c + sample0d); } vec3 tex2Dblur9fast(sampler2D tex, vec2 tex_uv, vec2 dxdy) { return tex2Dblur9fast(tex, tex_uv, dxdy, blur9_std_dev); } vec3 tex2Dblur17fast(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur17fast(texture, tex_uv, dxdy, blur17_std_dev); } vec3 tex2Dblur25fast(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur25fast(texture, tex_uv, dxdy, blur25_std_dev); } vec3 tex2Dblur43fast(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur43fast(texture, tex_uv, dxdy, blur43_std_dev); } vec3 tex2Dblur31fast(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur31fast(texture, tex_uv, dxdy, blur31_std_dev); } vec3 tex2Dblur3fast(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur3fast(texture, tex_uv, dxdy, blur3_std_dev); } vec3 tex2Dblur3x3(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur3x3(texture, tex_uv, dxdy, blur3_std_dev); } vec3 tex2Dblur5fast(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur5fast(texture, tex_uv, dxdy, blur5_std_dev); } vec3 tex2Dblur5resize(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur5resize(texture, tex_uv, dxdy, blur5_std_dev); } vec3 tex2Dblur3resize(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur3resize(texture, tex_uv, dxdy, blur3_std_dev); } vec3 tex2Dblur5x5(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur5x5(texture, tex_uv, dxdy, blur5_std_dev); } vec3 tex2Dblur7resize(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur7resize(texture, tex_uv, dxdy, blur7_std_dev); } vec3 tex2Dblur7fast(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur7fast(texture, tex_uv, dxdy, blur7_std_dev); } vec3 tex2Dblur7x7(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur7x7(texture, tex_uv, dxdy, blur7_std_dev); } vec3 tex2Dblur9resize(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur9resize(texture, tex_uv, dxdy, blur9_std_dev); } vec3 tex2Dblur9x9(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur9x9(texture, tex_uv, dxdy, blur9_std_dev); } vec3 tex2Dblur11resize(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur11resize(texture, tex_uv, dxdy, blur11_std_dev); } vec3 tex2Dblur11fast(sampler2D texture, vec2 tex_uv, vec2 dxdy) { return tex2Dblur11fast(texture, tex_uv, dxdy, blur11_std_dev); } #endif // BLUR_FUNCTIONS_H #define Source source[0] #define tex_uv vTexCoord.xy #define InputSize sourceSize[0].xy #define TextureSize sourceSize[0].xy #define OutputSize targetSize.xy void main() { vec3 color = tex2Dblur9fast(Source, tex_uv, blur_dxdy); // Encode and output the blurred image: FragColor = encode_output(vec4(color, 1.0)); }