270 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			270 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| // OBS Default
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| uniform float4x4 ViewProj;
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| 
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| // Settings (Shared)
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| uniform texture2d u_image;
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| uniform float2 u_imageSize;
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| uniform float2 u_imageTexel;
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| uniform int u_radius;
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| uniform int u_diameter;
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| uniform float2 u_texelDelta;
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| 
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| // Kernel Settings
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| uniform float4 kernel[8]; // max kernel radius 31+center.
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| 
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| // Bilateral Settings
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| uniform float bilateralSmoothing;
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| uniform float bilateralSharpness;
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| 
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| // Data
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| sampler_state pointSampler {
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| 	Filter    = Point;
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| 	AddressU  = Clamp;
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| 	AddressV  = Clamp;
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| 	MinLOD    = 0;
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| 	MaxLOD    = 0;
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| };
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| 
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| sampler_state linearSampler {
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| 	Filter    = Linear;
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| 	AddressU  = Clamp;
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| 	AddressV  = Clamp;
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| 	MinLOD    = 0;
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| 	MaxLOD    = 0;
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| };
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| 
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| struct VertDataIn {
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| 	float4 pos : POSITION;
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| 	float2 uv  : TEXCOORD0;
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| };
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| 
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| struct VertDataOut {
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| 	float4 pos : POSITION;
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| 	float2 uv  : TEXCOORD0;
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| };
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| 
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| VertDataOut VSDefault(VertDataIn vtx)
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| {
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| 	VertDataOut vert_out;
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| 	vert_out.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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| 	vert_out.uv  = vtx.uv;
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| 	return vert_out;
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| }
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| 
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| /// Utility
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| float GetKernelAt(int i) {
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| 	return ((float[4])(kernel[floor(i/4)]))[i%4];
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| }
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| 
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| /// Blur: Box
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| float4 PSBoxBlur(VertDataOut vtx) : TARGET {
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| 	float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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| 
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| 	float4 final = origin;
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| 	for (int k = 1; k <= u_radius; k++) {
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| 		final += u_image.SampleLevel(pointSampler, vtx.uv + (u_texelDelta * k), 0);
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| 		final += u_image.SampleLevel(pointSampler, vtx.uv - (u_texelDelta * k), 0);
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| 	}
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| 	final /= u_diameter;
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| 
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| 	return final;
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| }
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| 
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| technique Box
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(vtx);
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| 		pixel_shader  = PSBoxBlur(vtx);
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| 	}
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| }
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| 
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| /// Blur: Box (Linear Optimized)
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| // By abusing Linear sampling we can reduce the necessary samples, halving the total samples.
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| float4 PSBoxBlurLinear(VertDataOut vtx) : TARGET {
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| 	// Radius 4 (Even):
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| 	// [-4, -3, -2, -1,  0, +1, +2, +3, +4]
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| 	//   ^-S-^   ^-S-^   S   ^-S-^   ^-S-^
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| 	// Total Samples: 5 (n+1)
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| 
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| 	// Radius 3 (Odd):
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| 	// [-3, -2, -1,  0, +1, +2, +3]
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| 	//   ^-S-^   ^-S-^   S   ^-S-^
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| 	// Total Samples: 4 (n)
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| 
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| 	// Radius 2 (Even):
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| 	// [-2, -1,  0, +1, +2]
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| 	//   ^-S-^   S   ^-S-^
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| 
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| 	float4 final = float4(0, 0, 0, 0);
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| 	float2 halfTexelDelta = u_texelDelta / 2.0;
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| 	if (u_radius % 2 == 0) {
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| 		// Even Numbers require the origin sample in the middle.
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| 		float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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| 		final = origin;
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| 		for (int k = 1; k <= u_radius; k+=2) {
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| 			float2 offset = k * u_texelDelta + halfTexelDelta;
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| 			final += u_image.SampleLevel(linearSampler, vtx.uv + offset, 0) * 2;
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| 			final += u_image.SampleLevel(linearSampler, vtx.uv - offset, 0) * 2;
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| 		}
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| 	} else {
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| 		// Odd Numbers put the origin sample in another location.
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| 		float4 origin = u_image.SampleLevel(pointSampler, vtx.uv + u_texelDelta, 0);
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| 		float4 group = u_image.SampleLevel(linearSampler, vtx.uv - halfTexelDelta, 0);
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| 		final = origin + group * 2;
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| 
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| 		for (int k = 2; k <= u_radius; k+=2) {
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| 			float2 offset = k * u_texelDelta + halfTexelDelta;
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| 			final += u_image.SampleLevel(linearSampler, vtx.uv + offset, 0) * 2;
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| 			final += u_image.SampleLevel(linearSampler, vtx.uv - offset, 0) * 2;
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| 		}
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| 	}
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| 	final /= u_diameter;
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| 
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| 	return final;
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| }
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| 
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| technique BoxLinear
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(vtx);
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| 		pixel_shader  = PSBoxBlurLinear(vtx);
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| 	}
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| }
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| 
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| /// Blur: Gaussian
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| float4 PSGaussianBlur(VertDataOut vtx) : TARGET {
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| 	float2 uvOffset = float2(0, 0);
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| 	float4 final = u_image.SampleLevel(pointSampler, vtx.uv, 0)
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| 		* GetKernelAt(0);
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| 	for (int k = 1; k <= u_radius; k++) {
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| 		uvOffset += u_texelDelta;
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| 		float l_g = GetKernelAt(k);
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| 		float4 l_p = u_image.SampleLevel(pointSampler, vtx.uv + uvOffset, 0);
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| 		float4 l_n = u_image.SampleLevel(pointSampler, vtx.uv - uvOffset, 0);
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| 		final += (l_p + l_n) * l_g;
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| 	}
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| 	return final;
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| }
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| 
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| technique Gaussian
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(vtx);
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| 		pixel_shader  = PSGaussianBlur(vtx);
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| 	}
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| }
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| 
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| /// Blur: Gaussian Linear
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| float4 PSGaussianLinearBlur(VertDataOut vtx) : TARGET {
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| 	// Origin sample must always be sampled.
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| 	// Even, Odd must decide differently than Box Blur
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| 	
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| 	// Radius 5 (Odd):
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| 	// [-5, -4, -3, -2, -1,  0, +1, +2, +3, +4, +5]
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| 	//   S   ^-S-^   ^-S-^   S   ^-S-^   ^-S-^   S
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| 	//   S   ^-S-^   ^-S-^   S   ^-S-^   ^-S-^   S
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| 	// Total Samples: 7 (n+2)
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| 
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| 	// Radius 4 (Even):
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| 	// [-4, -3, -2, -1,  0, +1, +2, +3, +4]
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| 	//   ^-S-^   ^-S-^   S   ^-S-^   ^-S-^
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| 	// Total Samples: 5 (n+1)
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| 
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| 	// Radius 3 (Odd):
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| 	// [-3, -2, -1,  0, +1, +2, +3]
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| 	//   S   ^-S-^   S   ^-S-^   S
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| 	// Total Samples: 5 (n+2)
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| 
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| 	// Radius 2 (Even):
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| 	// [-2, -1,  0, +1, +2]
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| 	//   ^-S-^   S   ^-S-^
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| 	// Total Samples: 3 (n+1)
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| 
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| 	float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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| 	float4 final = origin * GetKernelAt(0);
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| 	float2 halfTexelDelta = u_texelDelta / 2.0;
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| 
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| 	for (int k = 1; k < u_radius; k+=2) {
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| 		float2 offset = k * u_texelDelta + halfTexelDelta;
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| 		float l_g0 = GetKernelAt(k);
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| 		float l_g1 = GetKernelAt(k +1);
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| 		float4 l_p = u_image.SampleLevel(linearSampler, vtx.uv + offset, 0);
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| 		float4 l_n = u_image.SampleLevel(linearSampler, vtx.uv - offset, 0);
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| 		final += (l_p + l_n) * l_g0;
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| 		final += (l_p + l_n) * l_g1;
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| 	}
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| 
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| 	if (u_radius % 2 == 1) {
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| 		// Odd numbers require treatment of ends.
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| 		float4 left = u_image.SampleLevel(pointSampler, vtx.uv + u_texelDelta * u_radius, 0);
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| 		float4 right = u_image.SampleLevel(pointSampler, vtx.uv - u_texelDelta * u_radius, 0);
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| 		float krn = GetKernelAt(u_radius);
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| 		final += (left + right) * krn;
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| 	}
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| 
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| 	return final;
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| }
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| 
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| technique GaussianLinear
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(vtx);
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| 		pixel_shader  = PSGaussianLinearBlur(vtx);
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| 	}
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| }
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| 
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| /// Blur: Bilateral
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| float Bilateral(float x, float sigma) {
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| 	return 0.39894 * exp(-0.5 * (x*x) / (sigma*sigma)) / sigma;
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| }
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| 
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| float Bilateral3(float3 v, float sigma) {
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| 	// First part is Bilateral function (1.0 / (o * sqrt(2.0 * pivalue))) with o = 1
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| 	return 0.39894 * exp(-0.5 * dot(v,v) / (sigma*sigma)) / sigma;
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| }
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| 
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| float4 PSBilateralBlur(VertDataOut vtx) : TARGET {
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| 	float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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| 	float2 uvOffset = float2(0, 0);
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| 
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| 	float Z = 0.0;
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| 	float bZ = 1.0 / Bilateral(0.0, bilateralSharpness);
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| 	float3 color = float3(0, 0, 0);
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| 	for (int k = 1; k <= u_radius; k++) {
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| 		uvOffset += u_texelDelta;
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| 
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| 		// Bilateral Kernel
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| 		float bKernel = Bilateral(abs(k), bilateralSmoothing);
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| 		bKernel *= bKernel;
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| 		float bZKernel = bZ  * bKernel;
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| 
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| 		// Sample Color
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| 		float3 l_p = u_image.SampleLevel(pointSampler, vtx.uv + uvOffset, 0).rgb;
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| 		float3 l_n = u_image.SampleLevel(pointSampler, vtx.uv - uvOffset, 0).rgb;
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| 
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| 		// Bilateral Stuff
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| 		float l_factor_p = Bilateral3(l_p - origin.rgb, bilateralSharpness) * bZKernel;
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| 		float l_factor_n = Bilateral3(l_n - origin.rgb, bilateralSharpness) * bZKernel;
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| 		Z = Z + l_factor_p + l_factor_n;
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| 
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| 		// Store Color
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| 		color += l_p * l_factor_p;
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| 		color += l_n * l_factor_n;
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| 	}
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| 
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| 	return float4(color.rgb / Z, origin.a);
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| }
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| 
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| technique Bilateral
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(vtx);
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| 		pixel_shader  = PSBilateralBlur(vtx);
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| 	}
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| }
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