Duckstation/data/resources/shaders/reshade/Shaders/denoisers/bilateral.fx
Hyllian ad27f8bac3
Add some shaders and update others. (#3234)
- Add fxaa.fx, aa-shader-40.fx, bilateral.fx;
- Update geom.fx, crt-geom.fx, bicubic.fx, lanczos3.fx, super-xbr.fx.
2024-06-27 12:37:02 +10:00

167 lines
4.4 KiB
HLSL

#include "ReShade.fxh"
/*
Bilateral - Smart
Copyright (C) 2024 guest(r)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
uniform float FRANGE <
ui_type = "drag";
ui_min = 1.0;
ui_max = 10.0;
ui_step = 1.0;
ui_label = "Filter Range";
> = 5.0;
uniform float FBSMOOTH <
ui_type = "drag";
ui_min = 0.05;
ui_max = 1.0;
ui_step = 0.025;
ui_label = "Filter Base Smoothing";
> = 0.3;
uniform float FSIGMA <
ui_type = "drag";
ui_min = 0.15;
ui_max = 1.5;
ui_step = 0.05;
ui_label = "Filter Strength";
> = 1.0;
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
uniform float2 ViewportSize < source = "viewportsize"; >;
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
texture2D tBilateral_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
sampler2D sBilateral_P0{Texture=tBilateral_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
#define FSIGMA1 (1.0/FSIGMA)
#define COMPAT_TEXTURE(c,d) tex2D(c,d)
float wt(float3 A, float3 B)
{
return clamp(FBSMOOTH - 2.33*dot(abs(A-B),1.0.xxx)/(dot(A+B,1.0.xxx)+1.0), 0.0, 0.25);
}
float getw(float x, float3 c, float3 p)
{
float y = pow(max(1.0-x,0.0), FSIGMA1);
float d = wt(c,p);
return y*d;
}
float4 PS_Bilateral_X(float4 position: SV_Position, float2 vTexCoord : TEXCOORD) : SV_Target
{
float4 SourceSize = float4((ViewportSize*BufferToViewportRatio), 1.0/(ViewportSize*BufferToViewportRatio));
// float4 SourceSize = float4(1.0/NormalizedNativePixelSize, NormalizedNativePixelSize);
float2 pos = vTexCoord * SourceSize.xy;
float f = 0.5-frac(pos.x);
float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
float2 dx = float2(SourceSize.z, 0.0);
float w, fp;
float wsum = 0.0;
float3 pixel;
float FPR = FRANGE;
float FPR1 = 1.0/FPR;
float LOOPSIZE = FPR;
float x = -FPR;
float3 comp = COMPAT_TEXTURE(sBackBuffer, tex).rgb;
float3 color = 0.0.xxx;
do
{
pixel = COMPAT_TEXTURE(sBackBuffer, tex + x*dx).rgb;
fp = min(abs(x+f),FPR)*FPR1;
w = getw(fp,comp,pixel);
color = color + w * pixel;
wsum = wsum + w;
x = x + 1.0;
} while (x <= LOOPSIZE);
color = color / wsum;
return float4(color, 1.0);
}
float4 PS_Bilateral_Y(float4 position: SV_Position, float2 vTexCoord : TEXCOORD) : SV_Target
{
float4 SourceSize = float4((ViewportSize*BufferToViewportRatio), 1.0/(ViewportSize*BufferToViewportRatio));
float2 pos = vTexCoord * SourceSize.xy;
float f = 0.5-frac(pos.y);
float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
float2 dy = float2(0.0, SourceSize.w);
float w, fp;
float wsum = 0.0;
float3 pixel;
float FPR = FRANGE;
float FPR1 = 1.0/FPR;
float LOOPSIZE = FPR;
float y = -FPR;
float3 comp = COMPAT_TEXTURE(sBilateral_P0, tex).rgb;
float3 color = 0.0.xxx;
do
{
pixel = COMPAT_TEXTURE(sBilateral_P0, tex + y*dy).rgb;
fp = min(abs(y+f),FPR)*FPR1;
w = getw(fp,comp,pixel);
color = color + w * pixel;
wsum = wsum + w;
y = y + 1.0;
} while (y <= LOOPSIZE);
color = color / wsum;
return float4(color, 1.0);
}
technique Bilateral
{
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_Bilateral_X;
RenderTarget = tBilateral_P0;
}
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_Bilateral_Y;
}
}