From 9e065b9c7d3b25ddfe20afa4a945cca6e9767fa9 Mon Sep 17 00:00:00 2001 From: FernandoS27 Date: Thu, 21 Oct 2021 01:27:54 +0200 Subject: VideoCore: Add gaussian filtering. --- src/video_core/host_shaders/CMakeLists.txt | 1 + src/video_core/host_shaders/present_gaussian.frag | 74 +++++++++++++++++++++++ 2 files changed, 75 insertions(+) create mode 100644 src/video_core/host_shaders/present_gaussian.frag (limited to 'src/video_core/host_shaders') diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index 32e2ab500..b0e15773c 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -19,6 +19,7 @@ set(SHADER_FILES pitch_unswizzle.comp present_scaleforce.frag present_bicubic.frag + present_gaussian.frag vulkan_blit_color_float.frag vulkan_blit_depth_stencil.frag vulkan_fidelityfx_fsr_easu.comp diff --git a/src/video_core/host_shaders/present_gaussian.frag b/src/video_core/host_shaders/present_gaussian.frag new file mode 100644 index 000000000..d5e2b1781 --- /dev/null +++ b/src/video_core/host_shaders/present_gaussian.frag @@ -0,0 +1,74 @@ +// Copyright 2019 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#version 460 core + +#ifdef VULKAN + +#define BINDING_COLOR_TEXTURE 1 + +#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv + +#define BINDING_COLOR_TEXTURE 0 + +#endif + +layout (location = 0) in vec2 frag_tex_coord; + +layout (location = 0) out vec4 color; + +layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture; + +const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); +const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); + +vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) { + vec4 result = vec4(0.0f); + for (int i=1; i<3; i++) { + result += + texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm)) + * weight[i]; + result += + texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm)) + * weight[i]; + } + return result; +} + +vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) { + vec4 result = vec4(0.0f); + for (int i=1; i<3; i++) { + result += + texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm)) + * weight[i]; + result += + texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm)) + * weight[i]; + } + return result; +} + +vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) { + vec4 result = vec4(0.0f); + for (int i=1; i<3; i++) { + result += + texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm)) + * weight[i]; + result += + texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm)) + * weight[i]; + } + return result; +} + +void main() { + vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0]; + vec2 tex_offset = 1.0f / textureSize(color_texture, 0); + vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; + vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; + vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; + vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, -tex_offset).rgb; + vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); + color = vec4(combination + base, 1.0f); +} -- cgit v1.2.3