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add a bunch of hyllian shaders
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hunterk committed Sep 29, 2016
1 parent 91a3e4d commit 43c28f1
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5 changes: 5 additions & 0 deletions ddt/ddt.slangp
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shaders = 1

shader0 = shaders/ddt.slang
filter_linear0 = false
scale_type_0 = source
146 changes: 146 additions & 0 deletions ddt/shaders/ddt.slang
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#version 450

/*
Hyllian's DDT Shader

Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/

layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;

layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;

#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float3x3 mat3x3
#define float4x4 mat4x4

#define decal Source

const float3 Y = float3(.2126, .7152, .0722);

float luma(float3 color)
{
return dot(color, Y);
}

float3 bilinear(float p, float q, float3 A, float3 B, float3 C, float3 D)
{
return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
}

#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec2 loc;

void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;

float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
float dx = ps.x;
float dy = ps.y;

t1.xy = float2( dx, 0); // F
t1.zw = float2( 0, dy); // H
loc = vTexCoord*params.SourceSize.xy;
}

#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec2 loc;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;

void main()
{
float2 pos = frac(loc * 1.00001)-float2(0.4999, 0.4999); // pos = pixel position
float2 dir = sign(pos); // dir = pixel direction

float2 g1 = dir*t1.xy;
float2 g2 = dir*t1.zw;

float3 A = tex2D(decal, vTexCoord ).xyz;
float3 B = tex2D(decal, vTexCoord +g1 ).xyz;
float3 C = tex2D(decal, vTexCoord +g2).xyz;
float3 D = tex2D(decal, vTexCoord +g1+g2).xyz;

float a = luma(A);
float b = luma(B);
float c = luma(C);
float d = luma(D);

float p = abs(pos.x);
float q = abs(pos.y);

float k = distance(pos,g1);
float l = distance(pos,g2);

float wd1 = abs(a-d);
float wd2 = abs(b-c);

if ( wd1 < wd2 )
{
if (k < l)
{
C = A + D - B;
}
else
{
B = A + D - C;
}
}
else if (wd1 > wd2)
{
D = B + C - A;
}

float3 color = bilinear(p, q, A, B, C, D);
FragColor = vec4(color, 1.0);
}
5 changes: 5 additions & 0 deletions denoisers/fast-bilateral.slangp
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shaders = 1

shader0 = shaders/fast-bilateral.slang
filter_linear0 = false
scale_type_0 = source
137 changes: 137 additions & 0 deletions denoisers/shaders/fast-bilateral.slang
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#version 450

/*
Hyllian's Fast Bilateral Shader

Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

*/

layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIGMA_R;
} params;

#pragma parameter SIGMA_R "Bilateral Blur" 0.4 0.0 1.0 0.1

#define SIGMA_R params.SIGMA_R

layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;

#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float3x3 mat3x3
#define float4x4 mat4x4

#define decal Source

#define GET(M,K) (tex2D(decal,tc+M*dx+K*dy).xyz)

#define BIL(M,K) {col=GET(M,K);ds=M*M+K*K;weight=exp(-ds/sd2)*exp(-(col-center)*(col-center)/si2);color+=(weight*col);wsum+=weight;}

#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;

void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}

#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;

void main()
{
float ds, sd2, si2;
float sigma_d = 3.0;
float sigma_r = SIGMA_R*0.04;

float3 color = float3(0.0, 0.0, 0.0);
float3 wsum = float3(0.0, 0.0, 0.0);
float3 weight;

float2 dx = float2(1.0, 0.0) * params.SourceSize.zw;
float2 dy = float2(0.0, 1.0) * params.SourceSize.zw;

sd2 = 2.0 * sigma_d * sigma_d;
si2 = 2.0 * sigma_r * sigma_r;

float2 tc = vTexCoord;

float3 col;
float3 center = GET(0,0);

BIL(-2,-2)
BIL(-1,-2)
BIL( 0,-2)
BIL( 1,-2)
BIL( 2,-2)
BIL(-2,-1)
BIL(-1,-1)
BIL( 0,-1)
BIL( 1,-1)
BIL( 2,-1)
BIL(-2, 0)
BIL(-1, 0)
BIL( 0, 0)
BIL( 1, 0)
BIL( 2, 0)
BIL(-2, 1)
BIL(-1, 1)
BIL( 0, 1)
BIL( 1, 1)
BIL( 2, 1)
BIL(-2, 2)
BIL(-1, 2)
BIL( 0, 2)
BIL( 1, 2)
BIL( 2, 2)

// Weight normalization
color /= wsum;
FragColor = vec4(color, 1.0);
}
32 changes: 32 additions & 0 deletions nedi/fast-bilateral-nedi.slangp
@@ -0,0 +1,32 @@
shaders = "5"
shader0 = ../denoisers/shaders/fast-bilateral.slang
filter_linear0 = false
scale_type_0 = source
shader1 = "shaders/nedi-pass0.slang"
filter_linear1 = false
wrap_mode1 = "clamp_to_border"
float_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "2.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/nedi-pass1.slang"
filter_linear2 = false
wrap_mode2 = "clamp_to_border"
float_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "2.000000"
shader3 = "shaders/nedi-pass2.slang"
filter_linear3 = false
wrap_mode3 = "clamp_to_border"
float_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/nedi-jinc.slang"
filter_linear4 = false
wrap_mode4 = "clamp_to_border"
float_framebuffer4 = "false"
29 changes: 29 additions & 0 deletions nedi/nedi.slangp
@@ -0,0 +1,29 @@
shaders = "4"
shader0 = "shaders/nedi-pass0.slang"
filter_linear0 = false
wrap_mode0 = "clamp_to_border"
float_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "2.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders/nedi-pass1.slang"
filter_linear1 = false
wrap_mode1 = "clamp_to_border"
float_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "2.000000"
shader2 = "shaders/nedi-pass2.slang"
filter_linear2 = false
wrap_mode2 = "clamp_to_border"
float_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/nedi-jinc.slang"
filter_linear3 = false
wrap_mode3 = "clamp_to_border"
float_framebuffer3 = "false"

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