obs-StreamFX/data/effects/bilateral-blur.effect

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uniform float4x4 ViewProj;
uniform texture2d image;
uniform float2 texel;
uniform int widthHalf;
uniform int width;
uniform float bilateralSmoothing;
uniform float bilateralSharpness;
sampler_state textureSampler {
Filter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertDataIn {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertDataOut {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertDataOut VSDefault(VertDataIn v_in)
{
VertDataOut vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
// Bilateral Blur
float Bilateral(float x, float sigma)
{
return 0.39894 * exp(-0.5 * (x*x) / (sigma*sigma)) / sigma;
}
float Bilateral3(float3 v, float sigma)
{
return 0.39894 * exp(-0.5 * dot(v,v) / (sigma*sigma)) / sigma;
}
float4 PSBilateral(VertDataOut v_in) : TARGET
{
float4 source = image.Sample(textureSampler, v_in.uv);
float3 color = float3(0, 0, 0);
float2 rootuv = v_in.uv - (texel * widthHalf);
float Z = 0.0;
float bZ = 1.0 / Bilateral(0.0, bilateralSharpness);
for (int k = -widthHalf; k <= widthHalf; k++) {
// Sample Color
float3 sample = image.Sample(textureSampler, rootuv);
// Bilateral Stuff
float bKernel = Bilateral(abs(k), bilateralSmoothing);
bKernel *= bKernel;
float factor = Bilateral3(sample - source.rgb, bilateralSharpness) * bZ * bKernel;
Z += factor;
// Store Color
color += factor * sample;
// Advance UV
rootuv += texel;
}
return float4(color.rgb / Z, source.a);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSBilateral(v_in);
}
}