mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-24 12:25:11 +00:00
a6f9451654
This speeds up Gaussian Blur and Linear Gaussian Blur drastically reduces time spent reading textures and instead uses existing registers - maximizing time spent reading the actual image texture. See Also: #21 Blur Quality
269 lines
6.7 KiB
Text
269 lines
6.7 KiB
Text
// OBS Default
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uniform float4x4 ViewProj;
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// Settings (Shared)
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uniform texture2d u_image;
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uniform float2 u_imageSize;
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uniform float2 u_imageTexel;
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uniform int u_radius;
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uniform int u_diameter;
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uniform float2 u_texelDelta;
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// Kernel Settings
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uniform float4 kernel[8]; // max kernel radius 31+center.
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// Bilateral Settings
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uniform float bilateralSmoothing;
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uniform float bilateralSharpness;
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// Data
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sampler_state pointSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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MinLOD = 0;
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MaxLOD = 0;
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};
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sampler_state linearSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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MinLOD = 0;
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MaxLOD = 0;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn vtx)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vtx.uv;
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return vert_out;
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}
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/// Utility
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float GetKernelAt(int i) {
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return ((float[4])(kernel[floor(i/4)]))[i%4];
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}
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/// Blur: Box
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float4 PSBoxBlur(VertDataOut vtx) : TARGET {
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float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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float4 final = origin;
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for (int k = 1; k <= u_radius; k++) {
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final += u_image.SampleLevel(pointSampler, vtx.uv + (u_texelDelta * k), 0);
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final += u_image.SampleLevel(pointSampler, vtx.uv - (u_texelDelta * k), 0);
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}
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final /= u_diameter;
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return final;
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}
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technique Box
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSBoxBlur(vtx);
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}
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}
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/// Blur: Box (Linear Optimized)
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// By abusing Linear sampling we can reduce the necessary samples, halving the total samples.
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float4 PSBoxBlurLinear(VertDataOut vtx) : TARGET {
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// Radius 4 (Even):
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// [-4, -3, -2, -1, 0, +1, +2, +3, +4]
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// ^-S-^ ^-S-^ S ^-S-^ ^-S-^
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// Total Samples: 5 (n+1)
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// Radius 3 (Odd):
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// [-3, -2, -1, 0, +1, +2, +3]
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// ^-S-^ ^-S-^ S ^-S-^
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// Total Samples: 4 (n)
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// Radius 2 (Even):
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// [-2, -1, 0, +1, +2]
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// ^-S-^ S ^-S-^
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float4 final = float4(0, 0, 0, 0);
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float2 halfTexelDelta = u_texelDelta / 2.0;
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if (u_radius % 2 == 0) {
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// Even Numbers require the origin sample in the middle.
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float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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final = origin;
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for (int k = 1; k <= u_radius; k+=2) {
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float2 offset = k * u_texelDelta + halfTexelDelta;
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final += u_image.SampleLevel(linearSampler, vtx.uv + offset, 0) * 2;
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final += u_image.SampleLevel(linearSampler, vtx.uv - offset, 0) * 2;
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}
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} else {
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// Odd Numbers put the origin sample in another location.
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float4 origin = u_image.SampleLevel(pointSampler, vtx.uv + u_texelDelta, 0);
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float4 group = u_image.SampleLevel(linearSampler, vtx.uv - halfTexelDelta, 0);
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final = origin + group * 2;
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for (int k = 2; k <= u_radius; k+=2) {
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float2 offset = k * u_texelDelta + halfTexelDelta;
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final += u_image.SampleLevel(linearSampler, vtx.uv + offset, 0) * 2;
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final += u_image.SampleLevel(linearSampler, vtx.uv - offset, 0) * 2;
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}
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}
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final /= u_diameter;
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return final;
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}
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technique BoxLinear
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSBoxBlurLinear(vtx);
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}
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}
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/// Blur: Gaussian
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float4 PSGaussianBlur(VertDataOut vtx) : TARGET {
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float2 uvOffset = float2(0, 0);
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float4 final = u_image.SampleLevel(pointSampler, vtx.uv, 0)
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* GetKernelAt(0);
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for (int k = 1; k <= u_radius; k++) {
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uvOffset += u_texelDelta;
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float l_g = GetKernelAt(k);
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float4 l_p = u_image.SampleLevel(pointSampler, vtx.uv + uvOffset, 0);
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float4 l_n = u_image.SampleLevel(pointSampler, vtx.uv - uvOffset, 0);
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final += (l_p + l_n) * l_g;
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}
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return final;
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}
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technique Gaussian
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSGaussianBlur(vtx);
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}
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}
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/// Blur: Gaussian Linear
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float4 PSGaussianLinearBlur(VertDataOut vtx) : TARGET {
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// Origin sample must always be sampled.
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// Even, Odd must decide differently than Box Blur
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// Radius 5 (Odd):
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// [-5, -4, -3, -2, -1, 0, +1, +2, +3, +4, +5]
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// S ^-S-^ ^-S-^ S ^-S-^ ^-S-^ S
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// S ^-S-^ ^-S-^ S ^-S-^ ^-S-^ S
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// Total Samples: 7 (n+2)
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// Radius 4 (Even):
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// [-4, -3, -2, -1, 0, +1, +2, +3, +4]
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// ^-S-^ ^-S-^ S ^-S-^ ^-S-^
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// Total Samples: 5 (n+1)
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// Radius 3 (Odd):
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// [-3, -2, -1, 0, +1, +2, +3]
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// S ^-S-^ S ^-S-^ S
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// Total Samples: 5 (n+2)
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// Radius 2 (Even):
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// [-2, -1, 0, +1, +2]
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// ^-S-^ S ^-S-^
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// Total Samples: 3 (n+1)
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float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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float4 final = origin * GetKernelAt(0);
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float2 halfTexelDelta = u_texelDelta / 2.0;
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for (int k = 1; k < u_radius; k+=2) {
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float2 offset = k * u_texelDelta + halfTexelDelta;
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float l_g0 = GetKernelAt(k);
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float l_g1 = GetKernelAt(k +1);
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float4 l_p = u_image.SampleLevel(linearSampler, vtx.uv + offset, 0);
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float4 l_n = u_image.SampleLevel(linearSampler, vtx.uv - offset, 0);
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final += (l_p + l_n) * l_g0;
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final += (l_p + l_n) * l_g1;
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}
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if (u_radius % 2 == 1) {
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// Odd numbers require treatment of ends.
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float4 left = u_image.SampleLevel(pointSampler, vtx.uv + u_texelDelta * u_radius, 0);
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float4 right = u_image.SampleLevel(pointSampler, vtx.uv - u_texelDelta * u_radius, 0);
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float krn = GetKernelAt(u_radius);
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final += (left + right) * krn;
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}
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return final;
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}
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technique GaussianLinear
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSGaussianLinearBlur(vtx);
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}
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}
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/// Blur: Bilateral
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float Bilateral(float x, float sigma) {
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return 0.39894 * exp(-0.5 * (x*x) / (sigma*sigma)) / sigma;
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}
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float Bilateral3(float3 v, float sigma) {
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// First part is Bilateral function (1.0 / (o * sqrt(2.0 * pivalue))) with o = 1
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return 0.39894 * exp(-0.5 * dot(v,v) / (sigma*sigma)) / sigma;
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}
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float4 PSBilateralBlur(VertDataOut vtx) : TARGET {
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float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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float2 uvOffset = float2(0, 0);
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float Z = 0.0;
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float bZ = 1.0 / Bilateral(0.0, bilateralSharpness);
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float3 color = float3(0, 0, 0);
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for (int k = 1; k <= u_radius; k++) {
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uvOffset += u_texelDelta;
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// Bilateral Kernel
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float bKernel = Bilateral(abs(k), bilateralSmoothing);
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bKernel *= bKernel;
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float bZKernel = bZ * bKernel;
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// Sample Color
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float3 l_p = u_image.SampleLevel(pointSampler, vtx.uv + uvOffset, 0).rgb;
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float3 l_n = u_image.SampleLevel(pointSampler, vtx.uv - uvOffset, 0).rgb;
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// Bilateral Stuff
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float l_factor_p = Bilateral3(l_p - origin.rgb, bilateralSharpness) * bZKernel;
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float l_factor_n = Bilateral3(l_n - origin.rgb, bilateralSharpness) * bZKernel;
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Z = Z + l_factor_p + l_factor_n;
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// Store Color
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color += l_p * l_factor_p;
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color += l_n * l_factor_n;
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}
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return float4(color.rgb / Z, origin.a);
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}
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technique Bilateral
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSBilateralBlur(vtx);
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}
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}
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