mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-23 08:19:54 +00:00
Add deblur-luma shaders
- A faster deblur using luma instead color channels to calc contrast; - Added a preset for deblur too; - Small fix to deblur shader.
This commit is contained in:
parent
99d1bfe3bf
commit
ed50f0475c
5
deblur/deblur-luma.slangp
Normal file
5
deblur/deblur-luma.slangp
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
shaders = 1
|
||||||
|
|
||||||
|
shader0 = shaders/deblur-luma.slang
|
||||||
|
filter_linear0 = false
|
||||||
|
scale_type0 = viewport
|
5
deblur/deblur.slangp
Normal file
5
deblur/deblur.slangp
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
shaders = 1
|
||||||
|
|
||||||
|
shader0 = shaders/deblur.slang
|
||||||
|
filter_linear0 = false
|
||||||
|
scale_type0 = viewport
|
139
deblur/shaders/deblur-luma.slang
Normal file
139
deblur/shaders/deblur-luma.slang
Normal file
@ -0,0 +1,139 @@
|
|||||||
|
#version 450
|
||||||
|
|
||||||
|
/*
|
||||||
|
Deblur-Luma Shader
|
||||||
|
|
||||||
|
Copyright (C) 2005 - 2024 guest(r) - guest.r@gmail.com
|
||||||
|
|
||||||
|
Luma adaptation by Hyllian
|
||||||
|
|
||||||
|
This program is free software; you can redistribute it and/or
|
||||||
|
modify it under the terms of the GNU General Public License
|
||||||
|
as published by the Free Software Foundation; either version 2
|
||||||
|
of the License, or (at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
GNU General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU General Public License
|
||||||
|
along with this program; if not, write to the Free Software
|
||||||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||||
|
*/
|
||||||
|
|
||||||
|
layout(push_constant) uniform Push
|
||||||
|
{
|
||||||
|
vec4 SourceSize;
|
||||||
|
vec4 OriginalSize;
|
||||||
|
vec4 OutputSize;
|
||||||
|
uint FrameCount;
|
||||||
|
float OFFSET, DEBLUR, SMART;
|
||||||
|
} params;
|
||||||
|
|
||||||
|
#pragma parameter OFFSET "Deblur offset" 2.0 0.25 4.0 0.25
|
||||||
|
#pragma parameter DEBLUR "Deblur str. " 4.5 1.0 7.0 0.25
|
||||||
|
#pragma parameter SMART "Smart deblur " 0.5 0.0 1.0 0.05
|
||||||
|
|
||||||
|
#define OFFSET params.OFFSET
|
||||||
|
#define DEBLUR params.DEBLUR
|
||||||
|
#define SMART params.SMART
|
||||||
|
|
||||||
|
const vec3 luma = vec3(0.299,0.587,0.114);
|
||||||
|
const vec4 res = vec4(0.0001, 0.0001, 0.0001, 0.0001);
|
||||||
|
const vec4 uno = vec4(1.,1.,1.,1.);
|
||||||
|
|
||||||
|
float min8(vec4 a4, vec4 b4)
|
||||||
|
{
|
||||||
|
vec4 ab4 = min(a4, b4); vec2 ab2 = min(ab4.xy, ab4.zw); return min(ab2.x, ab2.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
float max8(vec4 a4, vec4 b4)
|
||||||
|
{
|
||||||
|
vec4 ab4 = max(a4, b4); vec2 ab2 = max(ab4.xy, ab4.zw); return max(ab2.x, ab2.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
|
{
|
||||||
|
mat4 MVP;
|
||||||
|
} global;
|
||||||
|
|
||||||
|
#pragma stage vertex
|
||||||
|
layout(location = 0) in vec4 Position;
|
||||||
|
layout(location = 1) in vec2 TexCoord;
|
||||||
|
layout(location = 0) out vec2 vTexCoord;
|
||||||
|
layout(location = 1) out vec4 t1;
|
||||||
|
layout(location = 2) out vec4 t2;
|
||||||
|
layout(location = 3) out vec4 t3;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = global.MVP * Position;
|
||||||
|
vTexCoord = TexCoord * 1.0001;
|
||||||
|
|
||||||
|
float dx = OFFSET*params.SourceSize.z;
|
||||||
|
float dy = OFFSET*params.SourceSize.w;
|
||||||
|
|
||||||
|
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // c00 c10 c20
|
||||||
|
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // c01 c11 c21
|
||||||
|
t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // c02 c12 c22
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma stage fragment
|
||||||
|
layout(location = 0) in vec2 vTexCoord;
|
||||||
|
layout(location = 1) in vec4 t1;
|
||||||
|
layout(location = 2) in vec4 t2;
|
||||||
|
layout(location = 3) in vec4 t3;
|
||||||
|
layout(location = 0) out vec4 FragColor;
|
||||||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 c11 = texture(Source, t2.yw).xyz;
|
||||||
|
vec3 c00 = texture(Source, t1.xw).xyz;
|
||||||
|
vec3 c20 = texture(Source, t1.zw).xyz;
|
||||||
|
vec3 c22 = texture(Source, t3.zw).xyz;
|
||||||
|
vec3 c02 = texture(Source, t3.xw).xyz;
|
||||||
|
vec3 c10 = texture(Source, t1.yw).xyz;
|
||||||
|
vec3 c21 = texture(Source, t2.zw).xyz;
|
||||||
|
vec3 c12 = texture(Source, t3.yw).xyz;
|
||||||
|
vec3 c01 = texture(Source, t2.xw).xyz;
|
||||||
|
|
||||||
|
mat4x3 chv = mat4x3(c10, c01, c21, c12);
|
||||||
|
mat4x3 cdi = mat4x3(c00, c02, c20, c22);
|
||||||
|
|
||||||
|
vec4 CHV = luma * chv;
|
||||||
|
vec4 CDI = luma * cdi;
|
||||||
|
float C11 = dot(c11, luma);
|
||||||
|
|
||||||
|
float mn1 = min8(CHV, CDI);
|
||||||
|
float mx1 = max8(CHV, CDI);
|
||||||
|
|
||||||
|
vec2 mnmx = vec2(min(C11, mn1), max(C11, mx1));
|
||||||
|
|
||||||
|
vec2 dif = abs(vec2(C11) - mnmx) + res.xy;
|
||||||
|
|
||||||
|
dif = pow(dif, vec2(DEBLUR));
|
||||||
|
|
||||||
|
float D11 = dot(dif, mnmx.yx)/(dif.x + dif.y);
|
||||||
|
|
||||||
|
float k11 = 1.0/(abs(C11 - D11) + res.x);
|
||||||
|
|
||||||
|
vec4 khv = vec4(1.0/(abs(CHV-vec4(D11)) + res));
|
||||||
|
vec4 kdi = vec4(1.0/(abs(CDI-vec4(D11)) + res));
|
||||||
|
|
||||||
|
float avg = (dot(khv + kdi, uno) + k11)/10.0;
|
||||||
|
|
||||||
|
khv = max(khv-vec4(avg), vec4(0.0));
|
||||||
|
kdi = max(kdi-vec4(avg), vec4(0.0));
|
||||||
|
k11 = max(k11-avg, 0.0);
|
||||||
|
|
||||||
|
vec3 d11 = (chv*khv + cdi*kdi + (k11 + res.x)*c11) / (dot(khv + kdi, uno) + k11 + res.x);
|
||||||
|
|
||||||
|
float contrast = mnmx.y - mnmx.x;
|
||||||
|
c11 = mix(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0));
|
||||||
|
c11 = mix(d11, c11, SMART);
|
||||||
|
|
||||||
|
FragColor = vec4(c11,1.0);
|
||||||
|
}
|
@ -50,7 +50,7 @@ layout(location = 0) out vec2 vTexCoord;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = global.MVP * Position;
|
gl_Position = global.MVP * Position;
|
||||||
vTexCoord = TexCoord;
|
vTexCoord = TexCoord * 1.0001;
|
||||||
}
|
}
|
||||||
|
|
||||||
#pragma stage fragment
|
#pragma stage fragment
|
||||||
|
Loading…
Reference in New Issue
Block a user