MetaCoreEngineV2/rpcore/shader/bilateral_upscale.frag.glsl
2026-01-13 17:06:06 +08:00

97 lines
3.5 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
// Shader which upscales a half resolution image to full resolution,
// respecting the normals and depth
#pragma optionNV (unroll all)
#pragma include "render_pipeline_base.inc.glsl"
#pragma include "includes/gbuffer.inc.glsl"
// x: Max depth difference, y: Max normal difference
uniform vec2 upscaleWeights;
uniform sampler2D SourceTex;
uniform GBufferData GBuffer;
out vec4 result;
void main() {
// Get sample coordinates
ivec2 coord = ivec2(gl_FragCoord.xy);
ivec2 bil_start_coord = get_bilateral_coord(coord);
// Get current pixel data
float mid_depth = get_gbuffer_depth(GBuffer, coord);
vec3 mid_nrm = get_gbuffer_normal(GBuffer, coord);
const float max_depth_diff = upscaleWeights.x;
const float max_nrm_diff = upscaleWeights.y;
float weights = 0.0;
vec4 accum = vec4(0);
// Controls how many other pixels should be taken into account, besides
// of the 4 direct neighbors.
const int search_radius = 0;
// Accumulate all samples
for (int x = -search_radius; x < 2 + search_radius; ++x) {
for (int y = -search_radius; y < 2 + search_radius; ++y) {
ivec2 source_coord = bil_start_coord + ivec2(x, y);
vec4 source_sample = texelFetch(SourceTex, source_coord, 0);
// Check how much information those pixels share, and if it is
// enough, use that sample
float sample_depth = get_gbuffer_depth(GBuffer, source_coord * 2);
vec3 sample_nrm = get_gbuffer_normal(GBuffer, source_coord * 2);
float depth_diff = abs(sample_depth - mid_depth) / max_depth_diff;
float nrm_diff = max(0, dot(sample_nrm, mid_nrm));
float weight = 1.0 - saturate(depth_diff);
weight *= pow(nrm_diff, 1.0 / max_nrm_diff);
// Make sure we don't have a null-weight, but instead only a very
// small weight, so that in case no pixel matches, we still have
// data to work with.
// weight = max(1e-5, weight);
accum += source_sample * weight;
weights += weight;
}
}
if (weights < 1e-5) {
// When no sample was valid, take the center sample - this is still
// better than invalid pixels
result = texelFetch(SourceTex, coord / 2, 0);
} else {
result = accum / weights;
}
}