diff options
Diffstat (limited to 'src/video_core/host_shaders/present_gaussian.frag')
-rw-r--r-- | src/video_core/host_shaders/present_gaussian.frag | 70 |
1 files changed, 70 insertions, 0 deletions
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..66fed3238 --- /dev/null +++ b/src/video_core/host_shaders/present_gaussian.frag @@ -0,0 +1,70 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +// Code adapted from the following sources: +// - https://learnopengl.com/Advanced-Lighting/Bloom +// - https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ + +#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); + + // TODO(Blinkhawk): This code can be optimized through shader group instructions. + vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; + vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; + vec3 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset).rgb; + vec3 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb; + vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); + color = vec4(combination + base, 1.0f); +} |