201 lines
6.4 KiB
GLSL
201 lines
6.4 KiB
GLSL
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "./Flax/Common.hlsl"
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META_CB_BEGIN(0, Data)
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float2 TexelSize;
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float2 Padding;
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META_CB_END
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// Use linear sampling (less texture fetches required)
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#define SAMPLE(rt, texCoord) SAMPLE_RT_LINEAR(rt, texCoord)
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Texture2D Input : register(t0);
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// Pixel Shader for depth buffer downscale (to half res)
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META_PS(true, FEATURE_LEVEL_ES2)
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float PS_HalfDepth(Quad_VS2PS input) : SV_Depth
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{
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#if CAN_USE_GATHER
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float4 depths = Input.GatherRed(SamplerPointClamp, input.TexCoord);
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#else
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float4 depths;
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depths.x = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(0, 1) * TexelSize, 0).r;
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depths.y = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(1, 1) * TexelSize, 0).r;
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depths.z = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(1, 0) * TexelSize, 0).r;
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depths.w = Input.SampleLevel(SamplerPointClamp, input.TexCoord + float2(0, 0) * TexelSize, 0).r;
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#endif
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return max(depths.x, max(depths.y, max(depths.z, depths.w))) + 0.0001f;
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}
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// Pixel Shader for 5-tap gaussian blur
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META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur5(Quad_VS2PS input) : SV_Target0
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{
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const float offsets[2] = {
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0.00000000,
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1.33333333
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};
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const float weights[2] = {
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0.29411765,
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0.35294118
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};
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float4 color = SAMPLE(Input, input.TexCoord) * weights[0];
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UNROLL
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for (int i = 1; i < 2; i++)
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{
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#if CONVOLVE_VERTICAL
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float2 texCoordOffset = float2(offsets[i], 0) * TexelSize;
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#else
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float2 texCoordOffset = float2(0, offsets[i]) * TexelSize;
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#endif
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color += (SAMPLE(Input, input.TexCoord + texCoordOffset)
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+ SAMPLE(Input, input.TexCoord - texCoordOffset))
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* weights[i];
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}
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return color;
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}
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// Pixel Shader for 9-tap Gaussian blur
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META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur9(Quad_VS2PS input) : SV_Target0
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{
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const float offsets[3] = {
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0.00000000,
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1.38461538,
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3.23076923
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};
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const float weights[3] = {
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0.22702703,
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0.31621622,
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0.07027027
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};
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float4 color = SAMPLE(Input, input.TexCoord) * weights[0];
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UNROLL
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for (int i = 1; i < 3; i++)
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{
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#if CONVOLVE_VERTICAL
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float2 texCoordOffset = float2(offsets[i], 0) * TexelSize;
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#else
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float2 texCoordOffset = float2(0, offsets[i]) * TexelSize;
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#endif
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color += (SAMPLE(Input, input.TexCoord + texCoordOffset)
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+ SAMPLE(Input, input.TexCoord - texCoordOffset))
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* weights[i];
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}
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return color;
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}
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// Pixel Shader for 13-tap gaussian blur
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META_PS(true, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=0)
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META_PERMUTATION_1(CONVOLVE_VERTICAL=1)
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float4 PS_Blur13(Quad_VS2PS input) : SV_Target0
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{
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const float offsets[4] = {
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0.00000000,
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1.41176471,
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3.29411765,
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5.17647059
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};
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const float weights[4] = {
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0.19648255,
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0.29690696,
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0.09447040,
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0.01038136
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};
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float4 color = SAMPLE(Input, input.TexCoord) * weights[0];
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UNROLL
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for (int i = 1; i < 4; i++)
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{
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#if CONVOLVE_VERTICAL
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float2 texCoordOffset = float2(offsets[i], 0) * TexelSize;
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#else
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float2 texCoordOffset = float2(0, offsets[i]) * TexelSize;
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#endif
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color += (SAMPLE(Input, input.TexCoord + texCoordOffset)
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+ SAMPLE(Input, input.TexCoord - texCoordOffset))
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* weights[i];
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}
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return color;
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}
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// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
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// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
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// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
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// Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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float4 SampleTextureCatmullRom(Texture2D tex, SamplerState linearSampler, float2 uv, float2 texelSize)
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{
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
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// location [1, 1] in the grid, where [0, 0] is the top left corner.
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float2 samplePos = uv / texelSize;
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float2 texPos1 = floor(samplePos - 0.5f) + 0.5f;
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// Compute the fractional offset from our starting texel to our original sample location, which we'll
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// feed into the Catmull-Rom spline function to get our filter weights.
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float2 f = samplePos - texPos1;
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// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
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// These equations are pre-expanded based on our knowledge of where the texels will be located,
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// which lets us avoid having to evaluate a piece-wise function.
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float2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f));
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float2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f);
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float2 w2 = f * (0.5f + f * (2.0f - 1.5f * f));
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float2 w3 = f * f * (-0.5f + 0.5f * f);
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// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
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// simultaneously evaluate the middle 2 samples from the 4x4 grid.
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float2 w12 = w1 + w2;
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float2 offset12 = w2 / (w1 + w2);
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// Compute the final UV coordinates we'll use for sampling the texture
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float2 texPos0 = texPos1 - 1;
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float2 texPos3 = texPos1 + 2;
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float2 texPos12 = texPos1 + offset12;
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texPos0 *= texelSize;
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texPos3 *= texelSize;
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texPos12 *= texelSize;
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float4 result = 0.0f;
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result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos0.y), 0.0f) * w0.x * w0.y;
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result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos0.y), 0.0f) * w12.x * w0.y;
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result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos0.y), 0.0f) * w3.x * w0.y;
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result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos12.y), 0.0f) * w0.x * w12.y;
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result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos12.y), 0.0f) * w12.x * w12.y;
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result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos12.y), 0.0f) * w3.x * w12.y;
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result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos3.y), 0.0f) * w0.x * w3.y;
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result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos3.y), 0.0f) * w12.x * w3.y;
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result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos3.y), 0.0f) * w3.x * w3.y;
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return result;
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}
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// Pixel Shader for upscaling image
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS_Upscale(Quad_VS2PS input) : SV_Target0
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{
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// Catmull-Rom filtering with 9-taps
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return SampleTextureCatmullRom(Input, SamplerLinearClamp, input.TexCoord, TexelSize);
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}
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