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HostShader: Fix gaussian and add attribution.
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@ -2,6 +2,10 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Code obtained from this 2 sources:
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// - https://learnopengl.com/Advanced-Lighting/Bloom
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// - https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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#version 460 core
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#ifdef VULKAN
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@ -14,50 +18,40 @@
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#endif
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layout (location = 0) in vec2 frag_tex_coord;
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layout(location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout(location = 0) out vec4 color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
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layout(binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
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const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) {
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vec4 result = vec4(0.0f);
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for (int i=1; i<3; i++) {
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result +=
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texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm))
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* weight[i];
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result +=
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texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm))
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* weight[i];
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for (int i = 1; i < 3; i++) {
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result += texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm)) * weight[i];
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result += texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm)) * weight[i];
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}
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return result;
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}
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vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) {
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vec4 result = vec4(0.0f);
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for (int i=1; i<3; i++) {
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result +=
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texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm))
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* weight[i];
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result +=
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texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm))
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* weight[i];
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for (int i = 1; i < 3; i++) {
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result += texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm)) * weight[i];
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result += texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm)) * weight[i];
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}
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return result;
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}
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vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) {
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vec4 result = vec4(0.0f);
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for (int i=1; i<3; i++) {
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for (int i = 1; i < 3; i++) {
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result +=
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texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm))
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* weight[i];
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texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm)) * weight[i];
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result +=
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texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm))
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* weight[i];
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texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm)) * weight[i];
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}
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return result;
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}
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@ -65,10 +59,12 @@ vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) {
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void main() {
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vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0];
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vec2 tex_offset = 1.0f / textureSize(color_texture, 0);
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// TODO(Blinkhawk): This code can be optimized through shader group instructions.
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vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, -tex_offset).rgb;
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vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb;
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vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
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color = vec4(combination + base, 1.0f);
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}
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