Add deblur-luma shaders

- A faster deblur using luma instead color channels to calc contrast;
- Added a preset for deblur too;
- Small fix to deblur shader.
This commit is contained in:
Hyllian 2024-05-18 12:46:10 -03:00
parent 99d1bfe3bf
commit ed50f0475c
4 changed files with 150 additions and 1 deletions

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@ -0,0 +1,5 @@
shaders = 1
shader0 = shaders/deblur-luma.slang
filter_linear0 = false
scale_type0 = viewport

5
deblur/deblur.slangp Normal file
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shaders = 1
shader0 = shaders/deblur.slang
filter_linear0 = false
scale_type0 = viewport

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#version 450
/*
Deblur-Luma Shader
Copyright (C) 2005 - 2024 guest(r) - guest.r@gmail.com
Luma adaptation by Hyllian
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float OFFSET, DEBLUR, SMART;
} params;
#pragma parameter OFFSET "Deblur offset" 2.0 0.25 4.0 0.25
#pragma parameter DEBLUR "Deblur str. " 4.5 1.0 7.0 0.25
#pragma parameter SMART "Smart deblur " 0.5 0.0 1.0 0.05
#define OFFSET params.OFFSET
#define DEBLUR params.DEBLUR
#define SMART params.SMART
const vec3 luma = vec3(0.299,0.587,0.114);
const vec4 res = vec4(0.0001, 0.0001, 0.0001, 0.0001);
const vec4 uno = vec4(1.,1.,1.,1.);
float min8(vec4 a4, vec4 b4)
{
vec4 ab4 = min(a4, b4); vec2 ab2 = min(ab4.xy, ab4.zw); return min(ab2.x, ab2.y);
}
float max8(vec4 a4, vec4 b4)
{
vec4 ab4 = max(a4, b4); vec2 ab2 = max(ab4.xy, ab4.zw); return max(ab2.x, ab2.y);
}
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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 vec4 t2;
layout(location = 3) out vec4 t3;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
float dx = OFFSET*params.SourceSize.z;
float dy = OFFSET*params.SourceSize.w;
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // c00 c10 c20
t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // c01 c11 c21
t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // c02 c12 c22
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 c11 = texture(Source, t2.yw).xyz;
vec3 c00 = texture(Source, t1.xw).xyz;
vec3 c20 = texture(Source, t1.zw).xyz;
vec3 c22 = texture(Source, t3.zw).xyz;
vec3 c02 = texture(Source, t3.xw).xyz;
vec3 c10 = texture(Source, t1.yw).xyz;
vec3 c21 = texture(Source, t2.zw).xyz;
vec3 c12 = texture(Source, t3.yw).xyz;
vec3 c01 = texture(Source, t2.xw).xyz;
mat4x3 chv = mat4x3(c10, c01, c21, c12);
mat4x3 cdi = mat4x3(c00, c02, c20, c22);
vec4 CHV = luma * chv;
vec4 CDI = luma * cdi;
float C11 = dot(c11, luma);
float mn1 = min8(CHV, CDI);
float mx1 = max8(CHV, CDI);
vec2 mnmx = vec2(min(C11, mn1), max(C11, mx1));
vec2 dif = abs(vec2(C11) - mnmx) + res.xy;
dif = pow(dif, vec2(DEBLUR));
float D11 = dot(dif, mnmx.yx)/(dif.x + dif.y);
float k11 = 1.0/(abs(C11 - D11) + res.x);
vec4 khv = vec4(1.0/(abs(CHV-vec4(D11)) + res));
vec4 kdi = vec4(1.0/(abs(CDI-vec4(D11)) + res));
float avg = (dot(khv + kdi, uno) + k11)/10.0;
khv = max(khv-vec4(avg), vec4(0.0));
kdi = max(kdi-vec4(avg), vec4(0.0));
k11 = max(k11-avg, 0.0);
vec3 d11 = (chv*khv + cdi*kdi + (k11 + res.x)*c11) / (dot(khv + kdi, uno) + k11 + res.x);
float contrast = mnmx.y - mnmx.x;
c11 = mix(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0));
c11 = mix(d11, c11, SMART);
FragColor = vec4(c11,1.0);
}

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@ -50,7 +50,7 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vTexCoord = TexCoord * 1.0001;
}
#pragma stage fragment