EG/RenderPipelineFile/rpcore/shader/bilateral_blur.frag.glsl
2025-12-12 16:16:15 +08:00

93 lines
3.2 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
// This shader provides a generic blur respecting depth and normals
#pragma optionNV (unroll all)
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/gbuffer.inc.glsl"
#pragma include "includes/gaussian_weights.inc.glsl"
uniform ivec2 blur_direction;
uniform sampler2D SourceTex;
uniform sampler2D DownscaledDepth;
uniform GBufferData GBuffer;
uniform float pixel_stretch;
// Can be used to only select a specific component. Currently hardcoded and unused.
#define ONLY_RED_COMPONENT 1
#if ONLY_RED_COMPONENT
#define VALUE_TYPE float
#define SWIZLLE .x
#else
#define VALUE_TYPE vec4
#define SWIZLLE .xyzw
#endif
out VALUE_TYPE result;
void main() {
vec2 texcoord = get_texcoord();
vec2 pixel_size = 1.0 * pixel_stretch / SCREEN_SIZE;
// Store accumulated color
VALUE_TYPE accum = VALUE_TYPE(0);
float accum_w = 0.0;
// Amount of samples, don't forget to change the weights array in case you change this.
const int blur_size = 7;
// Get the mid pixel normal and depth
vec3 pixel_nrm = get_gbuffer_normal(GBuffer, texcoord);
float pixel_depth = textureLod(DownscaledDepth, texcoord, 0).x;
// Blur to the right and left
for (int i = -blur_size + 1; i < blur_size; ++i) {
vec2 offcoord = texcoord + pixel_size * i * blur_direction;
VALUE_TYPE sampled = textureLod(SourceTex, offcoord, 0) SWIZLLE;
vec3 nrm = get_gbuffer_normal(GBuffer, offcoord);
float depth = textureLod(DownscaledDepth, offcoord, 0).x;
float weight = gaussian_weights_7[abs(i)]; // Change this if you modify the blur size
// Weight by normal and depth
weight *= 1.0 - saturate(GET_SETTING(ao, blur_normal_factor) *
distance(nrm, pixel_nrm) * 1.0);
weight *= 1.0 - saturate(GET_SETTING(ao, blur_depth_factor) *
abs(depth - pixel_depth) * 3);
accum += sampled * weight;
accum_w += weight;
}
accum /= max(0.04, accum_w);
result = accum;
}