RetroArch-Wii-U-Slang-Shaders/blurs/bilateral.frag
2020-04-26 18:03:54 -05:00

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¡2.00.012.00.25
#pragma parameterCLR¡0.150.011.00.01
#pragma parameterCWGHT¡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);
}