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add risky jumps' median filter shaders and presets
This commit is contained in:
parent
ae33fedf6c
commit
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6
denoisers/median_3x3.glslp
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6
denoisers/median_3x3.glslp
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shaders = 1
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shader0 = shaders/median_3x3.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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7
denoisers/median_5x5.glslp
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7
denoisers/median_5x5.glslp
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shaders = 1
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shader0 = shaders/median_5x5.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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167
denoisers/shaders/median_3x3.glsl
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167
denoisers/shaders/median_3x3.glsl
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/*
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3x3 Median optimized for GeForce 8800
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Morgan McGuire and Kyle Whitson
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Williams College
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Register allocation tips by Victor Huang Xiaohuang
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University of Illinois at Urbana-Champaign
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http://graphics.cs.williams.edu
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Copyright (c) Morgan McGuire and Williams College, 2006
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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||||
met:
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||||
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||||
Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
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||||
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||||
Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
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||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 t1;
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COMPAT_VARYING vec4 t2;
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COMPAT_VARYING vec4 t3;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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vec4 _oColor;
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vec2 _otexCoord;
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gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
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_oPosition1 = gl_Position;
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_oColor = COLOR;
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_otexCoord = TexCoord.xy;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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vec2 ps = vec2(1.0).xy / TextureSize.xy;
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float dx = ps.x;
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float dy = ps.y;
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t1 = TEX0.xxxy + vec4(-dx, 0, dx, -dy);
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t2 = TEX0.xxxy + vec4(-dx, 0, dx, 0);
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t3 = TEX0.xxxy + vec4(-dx, 0, dx, dy);
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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//standard texture sample looks like this: COMPAT_TEXTURE(Texture, TEX0.xy);
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COMPAT_VARYING vec4 t1;
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COMPAT_VARYING vec4 t2;
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COMPAT_VARYING vec4 t3;
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#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
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#define mn3(a, b, c) s2(a, b); s2(a, c);
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#define mx3(a, b, c) s2(b, c); s2(a, c);
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#define mnmx3(a, b, c) mx3(a, b, c); s2(a, b); // 3 exchanges
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#define mnmx4(a, b, c, d) s2(a, b); s2(c, d); s2(a, c); s2(b, d); // 4 exchanges
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#define mnmx5(a, b, c, d, e) s2(a, b); s2(c, d); mn3(a, c, e); mx3(b, d, e); // 6 exchanges
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#define mnmx6(a, b, c, d, e, f) s2(a, d); s2(b, e); s2(c, f); mn3(a, b, c); mx3(d, e, f); // 7 exchanges
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void main()
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{
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vec3 v[6];
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v[0] = COMPAT_TEXTURE(Texture, t1.xw).rgb;
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v[1] = COMPAT_TEXTURE(Texture, t1.yw).rgb;
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v[2] = COMPAT_TEXTURE(Texture, t1.zw).rgb;
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v[3] = COMPAT_TEXTURE(Texture, t2.xw).rgb;
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v[4] = COMPAT_TEXTURE(Texture, t2.yw).rgb;
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v[5] = COMPAT_TEXTURE(Texture, t2.zw).rgb;
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// Starting with a subset of size 6, remove the min and max each time
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vec3 temp;
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mnmx6(v[0], v[1], v[2], v[3], v[4], v[5]);
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v[5] = COMPAT_TEXTURE(Texture, t3.xw).rgb;
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mnmx5(v[1], v[2], v[3], v[4], v[5]);
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v[5] = COMPAT_TEXTURE(Texture, t3.yw).rgb;
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mnmx4(v[2], v[3], v[4], v[5]);
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v[5] = COMPAT_TEXTURE(Texture, t3.zw).rgb;
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mnmx3(v[3], v[4], v[5]);
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FragColor = vec4(v[4], 1.0);
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}
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#endif
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230
denoisers/shaders/median_5x5.glsl
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230
denoisers/shaders/median_5x5.glsl
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@ -0,0 +1,230 @@
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/*
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5x5 Median
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Morgan McGuire and Kyle Whitson, 2006
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Williams College
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http://graphics.cs.williams.edu
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Copyright (c) Morgan McGuire and Williams College, 2006
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All rights reserved.
|
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|
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Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
|
||||
Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 t01;
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COMPAT_VARYING vec4 t02;
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COMPAT_VARYING vec4 t03;
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COMPAT_VARYING vec4 t04;
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COMPAT_VARYING vec4 t05;
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COMPAT_VARYING vec4 t06;
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COMPAT_VARYING vec4 t07;
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COMPAT_VARYING vec4 t08;
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COMPAT_VARYING vec4 t09;
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COMPAT_VARYING vec4 t10;
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COMPAT_VARYING vec4 t11;
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COMPAT_VARYING vec4 t12;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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vec4 _oColor;
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vec2 _otexCoord;
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gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
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_oPosition1 = gl_Position;
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_oColor = COLOR;
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_otexCoord = TexCoord.xy;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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vec2 ps = vec2(1.0).xy / TextureSize.xy;
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float dx1 = ps.x;
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float dx2 = ps.x + ps.x;
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float dy1 = ps.y;
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float dy2 = ps.y + ps.y;
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t01 = TEX0.xyxy + vec4(-dx2, -dy2, -dx1, -dy2);
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t02 = TEX0.xyxy + vec4( 0, -dy2, dx1, -dy2);
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t03 = TEX0.xyxy + vec4( dx2, -dy2, -dx2, -dy1);
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t04 = TEX0.xyxy + vec4(-dx1, -dy1, 0, -dy1);
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t05 = TEX0.xyxy + vec4( dx1, -dy1, dx2, -dy1);
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t06 = TEX0.xyxy + vec4(-dx2, 0, -dx1, 0);
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t07 = TEX0.xyxy + vec4( dx1, 0, dx2, 0);
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t08 = TEX0.xyxy + vec4(-dx2, dy1, -dx1, dy1);
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t09 = TEX0.xyxy + vec4( 0, dy1, dx1, dy1);
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t10 = TEX0.xyxy + vec4( dx2, dy1, -dx2, dy2);
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t11 = TEX0.xyxy + vec4(-dx1, dy2, 0, dy2);
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t12 = TEX0.xyxy + vec4( dx1, dy2, dx2, dy2);
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 t01;
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COMPAT_VARYING vec4 t02;
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COMPAT_VARYING vec4 t03;
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COMPAT_VARYING vec4 t04;
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COMPAT_VARYING vec4 t05;
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COMPAT_VARYING vec4 t06;
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COMPAT_VARYING vec4 t07;
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COMPAT_VARYING vec4 t08;
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COMPAT_VARYING vec4 t09;
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COMPAT_VARYING vec4 t10;
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COMPAT_VARYING vec4 t11;
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COMPAT_VARYING vec4 t12;
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//standard texture sample looks like this: COMPAT_COMPAT_TEXTURE(Texture, TEX0.xy);
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize)
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#define s2(a, b) temp = a; a = min(a, b); b = max(temp, b);
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#define t2(a, b) s2(v[a], v[b]);
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#define t24(a, b, c, d, e, f, g, h) t2(a, b); t2(c, d); t2(e, f); t2(g, h);
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#define t25(a, b, c, d, e, f, g, h, i, j) t24(a, b, c, d, e, f, g, h); t2(i, j);
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void main()
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{
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vec3 v[25];
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/*
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// Add the pixels which make up our window to the pixel array.
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for(int dX = -2; dX <= 2; ++dX) {
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for(int dY = -2; dY <= 2; ++dY) {
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vec2 offset = vec2(float(dX), float(dY));
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// If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
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// pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
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// bottom right pixel of the window at pixel[N-1].
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v[(dX + 2) * 5 + (dY + 2)] = COMPAT_TEXTURE(Texture, TEX0.xy + offset * SourceSize.zw).rgb;
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}
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}
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*/
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v[0] = COMPAT_TEXTURE(Texture, t01.xy).rgb;
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v[5] = COMPAT_TEXTURE(Texture, t01.zw).rgb;
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v[10] = COMPAT_TEXTURE(Texture, t02.xy).rgb;
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v[15] = COMPAT_TEXTURE(Texture, t02.zw).rgb;
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v[20] = COMPAT_TEXTURE(Texture, t03.xy).rgb;
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v[1] = COMPAT_TEXTURE(Texture, t03.zw).rgb;
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v[6] = COMPAT_TEXTURE(Texture, t04.xy).rgb;
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v[11] = COMPAT_TEXTURE(Texture, t04.zw).rgb;
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v[16] = COMPAT_TEXTURE(Texture, t05.xy).rgb;
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v[21] = COMPAT_TEXTURE(Texture, t05.zw).rgb;
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v[2] = COMPAT_TEXTURE(Texture, t06.xy).rgb;
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v[7] = COMPAT_TEXTURE(Texture, t06.zw).rgb;
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v[12] = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
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v[17] = COMPAT_TEXTURE(Texture, t07.xy).rgb;
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v[22] = COMPAT_TEXTURE(Texture, t07.zw).rgb;
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v[3] = COMPAT_TEXTURE(Texture, t08.xy).rgb;
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v[8] = COMPAT_TEXTURE(Texture, t08.zw).rgb;
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v[13] = COMPAT_TEXTURE(Texture, t09.xy).rgb;
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v[18] = COMPAT_TEXTURE(Texture, t09.zw).rgb;
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v[23] = COMPAT_TEXTURE(Texture, t10.xy).rgb;
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v[4] = COMPAT_TEXTURE(Texture, t10.zw).rgb;
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v[9] = COMPAT_TEXTURE(Texture, t11.xy).rgb;
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v[14] = COMPAT_TEXTURE(Texture, t11.zw).rgb;
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v[19] = COMPAT_TEXTURE(Texture, t12.xy).rgb;
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v[24] = COMPAT_TEXTURE(Texture, t12.zw).rgb;
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vec3 temp;
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t25(0, 1, 3, 4, 2, 4, 2, 3, 6, 7);
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t25(5, 7, 5, 6, 9, 7, 1, 7, 1, 4);
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t25(12, 13, 11, 13, 11, 12, 15, 16, 14, 16);
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t25(14, 15, 18, 19, 17, 19, 17, 18, 21, 22);
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t25(20, 22, 20, 21, 23, 24, 2, 5, 3, 6);
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t25(0, 6, 0, 3, 4, 7, 1, 7, 1, 4);
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t25(11, 14, 8, 14, 8, 11, 12, 15, 9, 15);
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t25(9, 12, 13, 16, 10, 16, 10, 13, 20, 23);
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t25(17, 23, 17, 20, 21, 24, 18, 24, 18, 21);
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t25(19, 22, 8, 17, 9, 18, 0, 18, 0, 9);
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t25(10, 19, 1, 19, 1, 10, 11, 20, 2, 20);
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t25(2, 11, 12, 21, 3, 21, 3, 12, 13, 22);
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t25(4, 22, 4, 13, 14, 23, 5, 23, 5, 14);
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t25(15, 24, 6, 24, 6, 15, 7, 16, 7, 19);
|
||||
t25(3, 11, 5, 17, 11, 17, 9, 17, 4, 10);
|
||||
t25(6, 12, 7, 14, 4, 6, 4, 7, 12, 14);
|
||||
t25(10, 14, 6, 7, 10, 12, 6, 10, 6, 17);
|
||||
t25(12, 17, 7, 17, 7, 10, 12, 18, 7, 12);
|
||||
t24(10, 18, 12, 20, 10, 20, 10, 12);
|
||||
|
||||
FragColor = vec4(v[12], 1.0);
|
||||
}
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user