forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
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			9.1 KiB
		
	
	
	
		
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			229 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | #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 |