200 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			5.3 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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| /// Region
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| uniform float regionLeft;
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| uniform float regionTop;
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| uniform float regionRight;
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| uniform float regionBottom;
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| uniform float regionFeather;
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| uniform float regionFeatherShift;
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| 
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| // Settings (Private)
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| uniform float bilateralSmoothing;
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| uniform float bilateralSharpness;
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| 
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| sampler_state textureSampler {
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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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| 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 v_in)
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| {
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| 	VertDataOut vert_out;
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| 	vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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| 	vert_out.uv  = v_in.uv;
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| 	return vert_out;
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| }
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| 
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| // Bilateral Blur
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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 BlurFunc(float2 uv, float4 rgba) {
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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(textureSampler, uv + uvOffset, 0).rgb;
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| 		float3 l_n = u_image.SampleLevel(textureSampler, 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 - rgba.rgb, bilateralSharpness) * bZKernel;
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| 		float l_factor_n = Bilateral3(l_n - rgba.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, rgba.a);
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| }
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| 
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| float4 PSBilateral(VertDataOut v_in) : TARGET {
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| 	float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);	
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| 	return BlurFunc(v_in.uv, rgba);
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| }
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| 
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| float4 PSBilateralRegion(VertDataOut v_in) : TARGET {
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| 	float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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| 	if ((v_in.uv.x < regionLeft)
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| 		|| (v_in.uv.x > regionRight)
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| 		|| (v_in.uv.y < regionTop)
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| 		|| (v_in.uv.y > regionBottom)) {
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| 		return rgba;
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| 	}
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| 
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| 	return BlurFunc(v_in.uv, rgba);
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| }
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| 
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| float4 PSBilateralRegionInvert(VertDataOut v_in) : TARGET {
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| 	float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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| 	if ((v_in.uv.x > regionLeft)
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| 		&& (v_in.uv.x < regionRight)
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| 		&& (v_in.uv.y > regionTop)
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| 		&& (v_in.uv.y < regionBottom)) {
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| 		return rgba;
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| 	}
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| 	
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| 	return BlurFunc(v_in.uv, rgba);
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| }
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| 
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| float4 PSBilateralRegionFeather(VertDataOut v_in) : TARGET {
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| 	float halfFeather = (regionFeather / 2.0);
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| 	float feather = max(regionFeather, 0.00000001);
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| 	float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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| 	float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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| 	float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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| 	float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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| 	float finalFeather = min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
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| 	
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| 	float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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| 	if (finalFeather <= 0.00001) {
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| 		return rgba;
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| 	} else if (finalFeather >= 0.99999) {
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| 		return BlurFunc(v_in.uv, rgba);
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| 	}
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| 
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| 	return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather);
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| }
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| 
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| float4 PSBilateralRegionFeatherInvert(VertDataOut v_in) : TARGET {
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| 	float halfFeather = (regionFeather / 2.0);
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| 	float feather = max(regionFeather, 0.00000001);
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| 	float leftFeather = clamp(((v_in.uv.x - regionLeft + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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| 	float rightFeather = clamp(((-(v_in.uv.x - regionRight) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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| 	float topFeather = clamp(((v_in.uv.y - regionTop + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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| 	float bottomFeather = clamp(((-(v_in.uv.y - regionBottom) + halfFeather) / feather) + regionFeatherShift, 0.0, 1.0);
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| 	float finalFeather = 1.0 - min(min(leftFeather, rightFeather), min(topFeather, bottomFeather));
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| 	
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| 	float4 rgba = u_image.SampleLevel(textureSampler, v_in.uv, 0);
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| 	if (finalFeather <= 0.00001) {
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| 		return rgba;
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| 	} else if (finalFeather >= 0.99999) {
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| 		return BlurFunc(v_in.uv, rgba);
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| 	}
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| 
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| 	return lerp(rgba, BlurFunc(v_in.uv, rgba), finalFeather);
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| }
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| 
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| technique Draw
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(v_in);
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| 		pixel_shader  = PSBilateral(v_in);
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| 	}
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| }
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| 
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| technique DrawRegion
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(v_in);
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| 		pixel_shader = PSBilateralRegion(v_in);
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| 	}
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| }
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| technique DrawRegionInvert
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(v_in);
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| 		pixel_shader = PSBilateralRegionInvert(v_in);
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| 	}
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| }
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| 
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| technique DrawRegionFeather
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(v_in);
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| 		pixel_shader = PSBilateralRegionFeather(v_in);
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| 	}
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| }
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| technique DrawRegionFeatherInvert
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| {
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| 	pass
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| 	{
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| 		vertex_shader = VSDefault(v_in);
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| 		pixel_shader = PSBilateralRegionFeatherInvert(v_in);
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| 	}
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| }
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