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examples: Add 'Gaussian Blur' Filter Shader
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data/examples/shaders/filter/blur-gaussian.effect
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data/examples/shaders/filter/blur-gaussian.effect
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// Copyright 2021 Michael Fabian Dirks <info@xaymar.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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// This shader is provided as a learning resource, a far more optimized version
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// is already part of StreamFX as the Blur filter.
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//------------------------------------------------------------------------------
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// Defines
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//------------------------------------------------------------------------------
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#define SAMPLE_RANGE 128
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#define BLUR_RANGE 32
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#define TO_RAD(x) (x * 0.017453292)
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#define TO_DEG(x) (x * 57.295779513)
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform int samples<
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string name = "Samples";
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string field_type = "slider";
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int minimum = 0;
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int maximum = SAMPLE_RANGE;
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int step = 1;
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> = 8;
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uniform float size<
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string name = "Size";
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string field_type = "slider";
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float minimum = 0.;
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float maximum = BLUR_RANGE;
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float step = .01;
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float scale = 1.;
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> = 1.;
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uniform float direction<
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string name = "Direction";
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string field_type = "slider";
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float minimum = -180.;
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float maximum = 180.;
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float step = .01;
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float scale = 1.;
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> = 0.;
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//------------------------------------------------------------------------------
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// Structures
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//------------------------------------------------------------------------------
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struct VertexInformation {
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float4 position : POSITION;
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float4 texcoord0 : TEXCOORD0;
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};
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//------------------------------------------------------------------------------
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// Samplers
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//------------------------------------------------------------------------------
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sampler_state LinearClampSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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//------------------------------------------------------------------------------
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// Functions
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//------------------------------------------------------------------------------
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VertexInformation DefaultVertexShader(VertexInformation vtx) {
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vtx.position = mul(float4(vtx.position.xyz, 1.0), ViewProj);
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return vtx;
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};
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bool is_equal(float a, float b) {
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return (abs(a - b) <= .0001);
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}
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float gaussian(float x, float o /*, float u = 0*/)
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{
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// u/µ can be simulated by subtracting that value from x.
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float two_pi_sqroot = 2.506628274631000502415765284811;
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if (is_equal(0., o)) {
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return 1.0e24;
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}
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// g(x) = (1 / o√(2Π)) * e(-(1/2) * ((x-u)/o)²)
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float left_e = 1. / (o * two_pi_sqroot);
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float mid_right_e = ((x /* - u*/) / o);
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float right_e = -0.5 * mid_right_e * mid_right_e;
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float final = left_e * exp(right_e);
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return final;
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}
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//------------------------------------------------------------------------------
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// Technique: NxN
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//------------------------------------------------------------------------------
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float4 PSNxNtap(VertexInformation vtx) : TARGET {
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vtx.texcoord0.xy += ViewSize.zw / 2.;
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// Calculate the actual step to take.
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float2 uv_step = ViewSize.zw;
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float4 final = InputA.Sample(LinearClampSampler, vtx.texcoord0.xy) * gaussian(0., size);
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float totals = gaussian(0., size);
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for (uint xstep = 1; (xstep < samples) && (xstep < SAMPLE_RANGE); xstep++) {
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float xkernel = gaussian(float(xstep), size);
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for (uint ystep = 1; (ystep < samples) && (ystep < SAMPLE_RANGE); ystep++) {
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float ykernel = gaussian(float(ystep), size);
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float kernel = xkernel * ykernel;
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totals += kernel * 4.;
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float4 temp = float4(0, 0, 0, 0);
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temp += InputA.Sample(LinearClampSampler, vtx.texcoord0.xy + float2(uv_step.x * xstep, uv_step.y * ystep));
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temp += InputA.Sample(LinearClampSampler, vtx.texcoord0.xy + float2(uv_step.x * xstep, -uv_step.y * ystep));
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temp += InputA.Sample(LinearClampSampler, vtx.texcoord0.xy + float2(-uv_step.x * xstep, uv_step.y * ystep));
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temp += InputA.Sample(LinearClampSampler, vtx.texcoord0.xy + float2(-uv_step.x * xstep, -uv_step.y * ystep));
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final += temp * kernel;
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}
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}
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final /= totals;
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return final;
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}
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technique NxNtap
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSNxNtap(vtx);
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}
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}
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//------------------------------------------------------------------------------
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// Technique: Separable Directional
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//------------------------------------------------------------------------------
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float4 PSNtap(VertexInformation vtx) : TARGET {
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// Calculate the actual step to take.
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float2 uv_step = float2(cos(TO_RAD(direction)), sin(TO_RAD(direction))) * ViewSize.zw;
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float kernel = gaussian(0., size);
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float4 final = InputA.Sample(LinearClampSampler, vtx.texcoord0.xy) * kernel;
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float weights = kernel;
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for (uint step = 1; (step < samples) && (step < SAMPLE_RANGE); step++) {
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kernel = gaussian(float(step), size);
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final += InputA.Sample(LinearClampSampler, vtx.texcoord0.xy + uv_step * step) * kernel;
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final += InputA.Sample(LinearClampSampler, vtx.texcoord0.xy - uv_step * step) * kernel;
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weights += kernel * 2.;
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}
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final /= weights;
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return final;
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}
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technique Ntap
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = PSNtap(vtx);
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}
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}
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