97 lines
2.8 KiB
GLSL
97 lines
2.8 KiB
GLSL
|
#version 150
|
|||
|
#define float2 vec2
|
|||
|
#define float3 vec3
|
|||
|
#define float4 vec4
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
uniform Push
|
|||
|
{
|
|||
|
vec4 SourceSize;
|
|||
|
vec4 OriginalSize;
|
|||
|
vec4 OutputSize;
|
|||
|
uint FrameCount;
|
|||
|
float RAD;
|
|||
|
float CLR;
|
|||
|
float CWGHT;
|
|||
|
}params;
|
|||
|
|
|||
|
#pragma parameterRAD<41>2.00.012.00.25
|
|||
|
|
|||
|
#pragma parameterCLR<4C>0.150.011.00.01
|
|||
|
|
|||
|
#pragma parameterCWGHT<48>0.250.02.00.05
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
layout(std140) uniform UBO
|
|||
|
{
|
|||
|
mat4 MVP;
|
|||
|
}global;
|
|||
|
|
|||
|
vec4 unit4 = vec4(1.0);
|
|||
|
|
|||
|
int steps = int(ceil(params . RAD));
|
|||
|
float clr = - params . CLR * params . CLR;
|
|||
|
float sigma = params . RAD * params . RAD / 2.0;
|
|||
|
float cwght = 1.0 + params . CWGHT * max(1.0, 2.87029746 * sigma + 0.43165242 * params . RAD - 0.25219746);
|
|||
|
|
|||
|
float domain[13]= float[13](1.0, exp(- 1.0 / sigma), exp(- 4.0 / sigma), exp(- 9.0 / sigma), exp(- 16.0 / sigma), exp(- 25.0 / sigma), exp(- 36.0 / sigma),
|
|||
|
exp(- 49.0 / sigma), exp(- 64.0 / sigma), exp(- 81.0 / sigma), exp(- 100.0 / sigma), exp(- 121.0 / sigma), exp(- 144.0 / sigma));
|
|||
|
|
|||
|
float dist2(vec3 pt1, vec3 pt2)
|
|||
|
{
|
|||
|
vec3 v = pt1 - pt2;
|
|||
|
return dot(v, v);
|
|||
|
}
|
|||
|
|
|||
|
vec4 weight(int i, int j, vec3 org, mat4x3 A)
|
|||
|
{
|
|||
|
return domain[i]* domain[j]* exp(vec4(dist2(org, A[0]), dist2(org, A[1]), dist2(org, A[2]), dist2(org, A[3]))/ clr);
|
|||
|
}
|
|||
|
|
|||
|
layout(location = 0) in vec2 vTexCoord;
|
|||
|
layout(location = 1) in vec2 t1;
|
|||
|
layout(location = 0) out vec4 FragColor;
|
|||
|
uniform sampler2D Source;
|
|||
|
|
|||
|
void main()
|
|||
|
{
|
|||
|
mat4x3 A, B;
|
|||
|
vec4 wghtA, wghtB;
|
|||
|
vec3 org = texture(Source, vTexCoord + vec2((0.),(0.))* t1). rgb, result = cwght * org;
|
|||
|
float norm = cwght;
|
|||
|
|
|||
|
for(int x = 1;x <= params . RAD;x ++){
|
|||
|
|
|||
|
A = mat4x3(texture(Source, vTexCoord + vec2((x),(0.))* t1). rgb, texture(Source, vTexCoord + vec2((- x),(0.))* t1). rgb, texture(Source, vTexCoord + vec2((0.),(x))* t1). rgb, texture(Source, vTexCoord + vec2((0.),(- x))* t1). rgb);
|
|||
|
B = mat4x3(texture(Source, vTexCoord + vec2((x),(x))* t1). rgb, texture(Source, vTexCoord + vec2((x),(- x))* t1). rgb, texture(Source, vTexCoord + vec2((- x),(x))* t1). rgb, texture(Source, vTexCoord + vec2((- x),(- x))* t1). rgb);
|
|||
|
|
|||
|
wghtA = weight(x, 0, org, A);wghtB = weight(x, x, org, B);
|
|||
|
|
|||
|
result +=(A * wghtA)+(B * wghtB);
|
|||
|
norm += dot(wghtA, unit4)+ dot(wghtB, unit4);
|
|||
|
|
|||
|
for(int y = 1;y < x;y ++){
|
|||
|
|
|||
|
A = mat4x3(texture(Source, vTexCoord + vec2((x),(y))* t1). rgb, texture(Source, vTexCoord + vec2((x),(- y))* t1). rgb, texture(Source, vTexCoord + vec2((- x),(y))* t1). rgb, texture(Source, vTexCoord + vec2((- x),(- y))* t1). rgb);
|
|||
|
B = mat4x3(texture(Source, vTexCoord + vec2((y),(x))* t1). rgb, texture(Source, vTexCoord + vec2((y),(- x))* t1). rgb, texture(Source, vTexCoord + vec2((- y),(x))* t1). rgb, texture(Source, vTexCoord + vec2((- y),(- x))* t1). rgb);
|
|||
|
|
|||
|
wghtA = weight(x, y, org, A);wghtB = weight(y, x, org, B);
|
|||
|
|
|||
|
result +=(A * wghtA)+(B * wghtB);
|
|||
|
norm += dot(wghtA, unit4)+ dot(wghtB, unit4);
|
|||
|
}
|
|||
|
}
|
|||
|
FragColor = vec4(result / norm, 1.0);
|
|||
|
}
|