VideoCore: Add gaussian filtering.
parent
bf01b7993d
commit
9e065b9c7d
@ -0,0 +1,74 @@
|
||||
// Copyright 2019 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
|
||||
#ifdef VULKAN
|
||||
|
||||
#define BINDING_COLOR_TEXTURE 1
|
||||
|
||||
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
|
||||
|
||||
#define BINDING_COLOR_TEXTURE 0
|
||||
|
||||
#endif
|
||||
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
|
||||
|
||||
const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
|
||||
const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
|
||||
|
||||
vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) {
|
||||
vec4 result = vec4(0.0f);
|
||||
for (int i=1; i<3; i++) {
|
||||
result +=
|
||||
texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm))
|
||||
* weight[i];
|
||||
result +=
|
||||
texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm))
|
||||
* weight[i];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) {
|
||||
vec4 result = vec4(0.0f);
|
||||
for (int i=1; i<3; i++) {
|
||||
result +=
|
||||
texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm))
|
||||
* weight[i];
|
||||
result +=
|
||||
texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm))
|
||||
* weight[i];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) {
|
||||
vec4 result = vec4(0.0f);
|
||||
for (int i=1; i<3; i++) {
|
||||
result +=
|
||||
texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm))
|
||||
* weight[i];
|
||||
result +=
|
||||
texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm))
|
||||
* weight[i];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0];
|
||||
vec2 tex_offset = 1.0f / textureSize(color_texture, 0);
|
||||
vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
|
||||
vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
|
||||
vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
|
||||
vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, -tex_offset).rgb;
|
||||
vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
|
||||
color = vec4(combination + base, 1.0f);
|
||||
}
|
Loading…
Reference in New Issue