add fast-bilateral manual conversion

This commit is contained in:
hunterk 2017-02-28 08:07:00 -06:00
parent fe0cebc87e
commit 0f7fb460b0
2 changed files with 199 additions and 0 deletions

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shaders = 1
shader0 = shaders/fast-bilateral.glsl
filter_linear0 = false
scale_type_0 = source

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/*
Hyllian's Fast Bilateral Shader
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
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.
*/
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// Parameter lines go here:
#pragma parameter SIGMA_R "Bilateral Blur" 0.4 0.0 1.0 0.1
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float SIGMA_R;
#else
#define SIGMA_R 0.4
#endif
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float3x3 mat3x3
#define float4x4 mat4x4
#define decal Source
#define BIL(M,K) {col=GET(M,K);ds=M*M+K*K;weight=exp(-ds/sd2)*exp(-(col-center)*(col-center)/si2);color+=(weight*col);wsum+=weight;}
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
#define GET(M,K) (tex2D(decal,tc+M*dx+K*dy).xyz)
void main()
{
float ds, sd2, si2;
float sigma_d = 3.0;
float sigma_r = SIGMA_R*0.04;
float3 color = float3(0.0, 0.0, 0.0);
float3 wsum = float3(0.0, 0.0, 0.0);
float3 weight;
float2 dx = float2(1.0, 0.0) * SourceSize.zw;
float2 dy = float2(0.0, 1.0) * SourceSize.zw;
sd2 = 2.0 * sigma_d * sigma_d;
si2 = 2.0 * sigma_r * sigma_r;
float2 tc = vTexCoord;
float3 col;
float3 center = GET(0,0);
BIL(-2,-2)
BIL(-1,-2)
BIL( 0,-2)
BIL( 1,-2)
BIL( 2,-2)
BIL(-2,-1)
BIL(-1,-1)
BIL( 0,-1)
BIL( 1,-1)
BIL( 2,-1)
BIL(-2, 0)
BIL(-1, 0)
BIL( 0, 0)
BIL( 1, 0)
BIL( 2, 0)
BIL(-2, 1)
BIL(-1, 1)
BIL( 0, 1)
BIL( 1, 1)
BIL( 2, 1)
BIL(-2, 2)
BIL(-1, 2)
BIL( 0, 2)
BIL( 1, 2)
BIL( 2, 2)
// Weight normalization
color /= wsum;
FragColor = vec4(color, 1.0);
}
#endif