mame/3rdparty/bgfx/examples/43-denoise/fs_denoise_spatial_implementation.sh
Бранимир Караџић 1a6a018fc3 Update bgfx to latest
2021-08-10 20:28:56 +02:00

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/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#ifndef FS_DENOISE_SPATIAL_IMPLEMENTATION_SH
#define FS_DENOISE_SPATIAL_IMPLEMENTATION_SH
#include "../common/common.sh"
#include "parameters.sh"
#include "normal_encoding.sh"
SAMPLER2D(s_color, 0); // input color, signal to be denoised
SAMPLER2D(s_normal, 1); // scene's gbuffer normal, used for edge stopping function
SAMPLER2D(s_depth, 2); // scene's depth, used for edge stopping function
void main()
{
vec2 texCoord = v_texcoord0;
// read center pixel
vec4 color = texture2D(s_color, texCoord);
vec3 normal = NormalDecode(texture2D(s_normal, texCoord).xyz); // * 2.0 - 1.0;
float depth = texture2D(s_depth, texCoord).x;
// want depth gradient for edge stopping function
float depthGradient = abs(dFdx(depth)) + abs(dFdy(depth));
float du = u_texCoordStep * u_viewTexel.x;
float dv = u_texCoordStep * u_viewTexel.y;
#if USE_SPATIAL_5X5
float gaussianWeights[5];
gaussianWeights[0] = 1.0/16.0;
gaussianWeights[1] = 4.0/16.0;
gaussianWeights[2] = 6.0/16.0;
gaussianWeights[3] = 4.0/16.0;
gaussianWeights[4] = 1.0/16.0;
float initialWeight = (gaussianWeights[2]*gaussianWeights[2]);
int centerIdx = 2;
vec4 accumulateColor = color * initialWeight;
float accumulateWeight = initialWeight;
for (int yy = 0; yy < 5; ++yy)
{
for (int xx = 0; xx < 5; ++xx)
{
#else
float gaussianWeights[3];
gaussianWeights[0] = 1.0/4.0;
gaussianWeights[1] = 2.0/4.0;
gaussianWeights[2] = 1.0/4.0;
float initialWeight = (gaussianWeights[1]*gaussianWeights[1]);
int centerIdx = 1;
vec4 accumulateColor = color * initialWeight;
float accumulateWeight = initialWeight;
for (int yy = 0; yy < 3; ++yy)
{
for (int xx = 0; xx < 3; ++xx)
{
#endif // USE_SPATIAL_5X5
if ((centerIdx == xx) && (centerIdx == yy)) {
continue;
}
float xOffset = float(xx) - float(centerIdx);
float yOffset = float(yy) - float(centerIdx);
vec2 sampleTexCoord = texCoord;
sampleTexCoord.x += xOffset * du;
sampleTexCoord.y += yOffset * dv;
vec4 sampleColor = texture2D(s_color, sampleTexCoord);
vec3 sampleNormal = NormalDecode(texture2D(s_normal, sampleTexCoord).xyz);
float normalWeight = pow(saturate(dot(normal, sampleNormal)), u_sigmaNormal);
float sampleDepth = texture2D(s_depth, sampleTexCoord).x;
float depthDelta = depth - sampleDepth;
float depthWeight = exp(-abs(depthDelta) / max(1e-5, u_sigmaDepth*u_sigmaDepth));
float weight = depthWeight * normalWeight;
// apply gaussian
weight *= (gaussianWeights[xx]*gaussianWeights[yy]);
accumulateColor += sampleColor * weight;
accumulateWeight += weight;
}
}
accumulateColor /= max(accumulateWeight, 1e-5);
gl_FragColor = accumulateColor;
}
#endif // FS_DENOISE_SPATIAL_IMPLEMENTATION_SH