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