LNXSDK/leenkx/Shaders/std/resample.glsl

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2025-01-22 16:18:30 +01:00
#ifndef _RESAMPLE_GLSL_
#define _RESAMPLE_GLSL_
float karisWeight(const vec3 value) {
// Using brightness instead of luma
return 1.0 / (1.0 + max(value.r, max(value.g, value.b)));
}
/**
Downsampling using a 4x4 box filter.
**/
vec3 downsample_box_filter(const sampler2D tex, const vec2 texCoord, const vec2 texelSize) {
vec4 delta = texelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5);
vec3 result;
result = textureLod(tex, texCoord + delta.xy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.zy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.xw, 0.0).rgb;
result += textureLod(tex, texCoord + delta.zw, 0.0).rgb;
return result * (1.0 / 4.0);
}
vec3 downsample_box_filter_anti_flicker(const sampler2D tex, const vec2 texCoord, const vec2 texelSize) {
vec4 delta = texelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5);
vec3 bl = textureLod(tex, texCoord + delta.xy, 0.0).rgb;
vec3 br = textureLod(tex, texCoord + delta.zy, 0.0).rgb;
vec3 tl = textureLod(tex, texCoord + delta.xw, 0.0).rgb;
vec3 tr = textureLod(tex, texCoord + delta.zw, 0.0).rgb;
// Weighted averaging technique by Brian Karis to reduce fireflies:
// http://graphicrants.blogspot.com/2013/12/tone-mapping.html
float blWeight = karisWeight(bl);
float brWeight = karisWeight(br);
float tlWeight = karisWeight(tl);
float trWeight = karisWeight(tr);
return (bl * blWeight + br * brWeight + tl * tlWeight + tr * trWeight) / (blWeight + brWeight + tlWeight + trWeight);
}
/**
Downsample using the "dual filtering" technique from "Bandwidth-Efficient Rendering"
by Marius Bjørge, Siggraph 2015:
https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_slides.pdf
**/
vec3 downsample_dual_filter(const sampler2D tex, const vec2 texCoord, const vec2 texelSize) {
vec3 delta = texelSize.xyx * vec3(0.5, 0.5, -0.5);
vec3 result;
result = textureLod(tex, texCoord, 0.0).rgb * 4.0;
result += textureLod(tex, texCoord - delta.xy, 0.0).rgb;
result += textureLod(tex, texCoord - delta.zy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.zy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.xy, 0.0).rgb;
return result * (1.0 / 8.0);
}
vec3 downsample_dual_filter_anti_flicker(const sampler2D tex, const vec2 texCoord, const vec2 texelSize) {
vec3 delta = texelSize.xyx * vec3(0.5, 0.5, -0.5);
vec3 c = textureLod(tex, texCoord, 0.0).rgb;
vec3 bl = textureLod(tex, texCoord - delta.xy, 0.0).rgb;
vec3 br = textureLod(tex, texCoord - delta.zy, 0.0).rgb;
vec3 tl = textureLod(tex, texCoord + delta.zy, 0.0).rgb;
vec3 tr = textureLod(tex, texCoord + delta.xy, 0.0).rgb;
float cWeight = karisWeight(c) * 4.0;
float blWeight = karisWeight(bl);
float brWeight = karisWeight(br);
float tlWeight = karisWeight(tl);
float trWeight = karisWeight(tr);
return (c * cWeight + bl * blWeight + br * brWeight + tl * tlWeight + tr * trWeight) / (cWeight + blWeight + brWeight + tlWeight + trWeight);
}
/**
Downsample using the approach from "NEXT GENERATION POST PROCESSING IN CALL OF DUTY: ADVANCED WARFARE"
by Jorge Jimenez, SIGGRAPH 2014: https://advances.realtimerendering.com/s2014/#_NEXT_GENERATION_POST
**/
vec3 downsample_13_tap(const sampler2D tex, const vec2 texCoord, const vec2 texelSize) {
/*
| TL T TR |
| tl tr |
| L C R |
| bl br |
| BL B BR |
*/
vec4 delta = texelSize.xyxy * vec4(1.0, 1.0, -1.0, 0.0);
vec4 deltaHalf = delta * 0.5;
// TODO investigate if sampling in morton order is faster here
vec3 TL = textureLod(tex, texCoord + delta.zy, 0.0).rgb;
vec3 T = textureLod(tex, texCoord + delta.wy, 0.0).rgb;
vec3 TR = textureLod(tex, texCoord + delta.xy, 0.0).rgb;
vec3 L = textureLod(tex, texCoord + delta.zw, 0.0).rgb;
vec3 C = textureLod(tex, texCoord, 0.0).rgb;
vec3 R = textureLod(tex, texCoord + delta.xw, 0.0).rgb;
vec3 BL = textureLod(tex, texCoord - delta.xy, 0.0).rgb;
vec3 B = textureLod(tex, texCoord - delta.wy, 0.0).rgb;
vec3 BR = textureLod(tex, texCoord - delta.zy, 0.0).rgb;
vec3 tl = textureLod(tex, texCoord + deltaHalf.zy, 0.0).rgb;
vec3 tr = textureLod(tex, texCoord + deltaHalf.xy, 0.0).rgb;
vec3 bl = textureLod(tex, texCoord - deltaHalf.xy, 0.0).rgb;
vec3 br = textureLod(tex, texCoord - deltaHalf.zy, 0.0).rgb;
vec3 result;
result = C * 0.125;
result += (TL + TR + BL + BR) * 0.03125;
result += (T + L + R + B) * 0.0625;
result += (tl + tr + bl + br) * 0.125;
return result;
}
vec3 downsample_13_tap_anti_flicker(const sampler2D tex, const vec2 texCoord, const vec2 texelSize) {
vec4 delta = texelSize.xyxy * vec4(1.0, 1.0, -1.0, 0.0);
vec4 deltaHalf = delta * 0.5;
vec3 TL = textureLod(tex, texCoord + delta.zy, 0.0).rgb;
vec3 T = textureLod(tex, texCoord + delta.wy, 0.0).rgb;
vec3 TR = textureLod(tex, texCoord + delta.xy, 0.0).rgb;
vec3 L = textureLod(tex, texCoord + delta.zw, 0.0).rgb;
vec3 C = textureLod(tex, texCoord, 0.0).rgb;
vec3 R = textureLod(tex, texCoord + delta.xw, 0.0).rgb;
vec3 BL = textureLod(tex, texCoord - delta.xy, 0.0).rgb;
vec3 B = textureLod(tex, texCoord - delta.wy, 0.0).rgb;
vec3 BR = textureLod(tex, texCoord - delta.zy, 0.0).rgb;
vec3 tl = textureLod(tex, texCoord + deltaHalf.zy, 0.0).rgb;
vec3 tr = textureLod(tex, texCoord + deltaHalf.xy, 0.0).rgb;
vec3 bl = textureLod(tex, texCoord - deltaHalf.xy, 0.0).rgb;
vec3 br = textureLod(tex, texCoord - deltaHalf.zy, 0.0).rgb;
// Apply Karis average to groups of four sampled values, adapted from
// Jimenez 2014. The similar but faster implementation from
// https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom
// doesn't work as it doesn't really reduce fireflies :/
float TLWeight = karisWeight(TL);
float TWeight = karisWeight(T);
float TRWeight = karisWeight(TR);
float LWeight = karisWeight(L);
float CWeight = karisWeight(C);
float RWeight = karisWeight(R);
float BLWeight = karisWeight(BL);
float BWeight = karisWeight(B);
float BRWeight = karisWeight(BR);
float tlWeight = karisWeight(tl);
float trWeight = karisWeight(tr);
float blWeight = karisWeight(bl);
float brWeight = karisWeight(br);
vec3 result;
result = 0.125 * (TL * TLWeight + T * TWeight + L * LWeight + C * CWeight) / (TLWeight + TWeight + LWeight + CWeight);
result += 0.125 * (T * TWeight + TR * TRWeight + C * CWeight + R * RWeight) / (TWeight + TRWeight + CWeight + RWeight);
result += 0.125 * (L * LWeight + C * CWeight + BL * BLWeight + B * BWeight) / (LWeight + CWeight + BLWeight + BWeight);
result += 0.125 * (C * CWeight + R * RWeight + B * BWeight + R * RWeight) / (CWeight + RWeight + BWeight + RWeight);
result += 0.5 * (tl * tlWeight + tr * trWeight + bl * blWeight + br * brWeight) / (tlWeight + trWeight + blWeight + brWeight);
return result;
}
vec3 upsample_4tap_bilinear(const sampler2D tex, const vec2 texCoord, const vec2 texelSize, const float sampleScale) {
vec3 delta = texelSize.xyx * vec3(1.0, 1.0, -1.0) * sampleScale;
vec3 result;
result = textureLod(tex, texCoord - delta.xy, 0.0).rgb;
result += textureLod(tex, texCoord - delta.zy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.zy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.xy, 0.0).rgb;
return result * (1.0 / 4.0);
}
vec3 upsample_dual_filter(const sampler2D tex, const vec2 texCoord, const vec2 texelSize, const float sampleScale) {
vec2 delta = texelSize * sampleScale;
vec3 result;
result = textureLod(tex, texCoord + vec2(-delta.x * 2.0, 0.0), 0.0).rgb;
result += textureLod(tex, texCoord + vec2(-delta.x, delta.y), 0.0).rgb * 2.0;
result += textureLod(tex, texCoord + vec2(0.0, delta.y * 2.0), 0.0).rgb;
result += textureLod(tex, texCoord + delta, 0.0).rgb * 2.0;
result += textureLod(tex, texCoord + vec2(delta.x * 2.0, 0.0), 0.0).rgb;
result += textureLod(tex, texCoord + vec2(delta.x, -delta.y), 0.0).rgb * 2.0;
result += textureLod(tex, texCoord + vec2(0.0, -delta.y * 2.0), 0.0).rgb;
result += textureLod(tex, texCoord - delta, 0.0).rgb * 2.0;
return result * (1.0 / 12.0);
}
/**
3x3 (9-tap) tent/bartlett filter, which approximates gaussian blur if applied repeatedly:
- Wojciech Jarosz: Fast Image Convolutions
http://elynxsdk.free.fr/ext-docs/Blur/Fast_box_blur.pdf
- Martin Kraus, Magnus Strengert: Pyramid Filters Based on Bilinear Interpolation
https://www.cs.cit.tum.de/fileadmin/w00cfj/cg/Research/Publications/2007/Pyramid_Filters/GRAPP07.pdf
**/
vec3 upsample_tent_filter_3x3(const sampler2D tex, const vec2 texCoord, const vec2 texelSize, const float sampleScale) {
vec4 delta = texelSize.xyxy * vec4(1.0, 1.0, -1.0, 0.0) * sampleScale;
vec3 result;
result = textureLod(tex, texCoord - delta.xy, 0.0).rgb;
result += textureLod(tex, texCoord - delta.wy, 0.0).rgb * 2.0;
result += textureLod(tex, texCoord - delta.zy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.zw, 0.0).rgb * 2.0;
result += textureLod(tex, texCoord , 0.0).rgb * 4.0;
result += textureLod(tex, texCoord + delta.xw, 0.0).rgb * 2.0;
result += textureLod(tex, texCoord + delta.zy, 0.0).rgb;
result += textureLod(tex, texCoord + delta.wy, 0.0).rgb * 2.0;
result += textureLod(tex, texCoord + delta.xy, 0.0).rgb;
return result * (1.0 / 16.0);
}
#endif