Add orx-poisson-fill
This commit is contained in:
@@ -0,0 +1,11 @@
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0;
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out vec4 o_output;
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void main(){
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vec4 c = texture(tex0, v_texCoord0);
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o_output.rgb = vec3(step(1.0, c.a));
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o_output.a = 1.0;
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}
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@@ -0,0 +1,37 @@
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// adapted from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/fill-boundary.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0; // input image
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uniform sampler2D tex1; // mask
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out vec4 o_output;
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/** Output color only on the edges of the black regions in the input image, along with a 1.0 alpha. */
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void main(){
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o_output = vec4(0.0);
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vec4 fullColor = textureLod(tex0, v_texCoord0, 0.0);
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float maskColor = textureLod(tex1, v_texCoord0, 0.0).r;
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float isInMask = maskColor == 1.0 ? 1.0 : 0.0;
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float maskLaplacian = -4.0 * isInMask;
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float mask110 = textureLodOffset(tex1, v_texCoord0, 0.0, ivec2( 1, 0)).r;
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float mask101 = textureLodOffset(tex1, v_texCoord0, 0.0, ivec2( 0, 1)).r;
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float mask010 = textureLodOffset(tex1, v_texCoord0, 0.0, ivec2(-1, 0)).r;
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float mask001 = textureLodOffset(tex1, v_texCoord0, 0.0, ivec2( 0,-1)).r;
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maskLaplacian += mask110 == 1.0 ? 1.0 : 0.0;
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maskLaplacian += mask101 == 1.0 ? 1.0 : 0.0;
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maskLaplacian += mask010 == 1.0 ? 1.0 : 0.0;
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maskLaplacian += mask001 == 1.0 ? 1.0 : 0.0;
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if(maskLaplacian > 0.0){
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o_output.rgb = fullColor.rgb;
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o_output.a = 1.0;
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}
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}
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@@ -0,0 +1,45 @@
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0; // membrane
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uniform sampler2D tex1; // target image
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uniform sampler2D tex2; // source image
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uniform sampler2D tex3; // mask
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uniform sampler2D tex4; // soft mask
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uniform float softMaskGain;
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out vec4 o_output;
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void main(){
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vec4 targetColor = textureLod(tex1, v_texCoord0, 0.0).rgba;
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float maskColor = textureLod(tex3, v_texCoord0, 0.0).r;
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float mask = maskColor == 1.0 ? 1.0 : 0.0;
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float softMask = textureLod(tex4, v_texCoord0, 0.0).r;
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float maskLaplacian = -4.0 * mask;
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float mask110 = textureLodOffset(tex3, v_texCoord0, 0.0, ivec2( 1, 0)).r;
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float mask101 = textureLodOffset(tex3, v_texCoord0, 0.0, ivec2( 0, 1)).r;
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float mask010 = textureLodOffset(tex3, v_texCoord0, 0.0, ivec2(-1, 0)).r;
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float mask001 = textureLodOffset(tex3, v_texCoord0, 0.0, ivec2( 0,-1)).r;
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maskLaplacian += mask110 == 1.0 ? 1.0 : 0.0;
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maskLaplacian += mask101 == 1.0 ? 1.0 : 0.0;
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maskLaplacian += mask010 == 1.0 ? 1.0 : 0.0;
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maskLaplacian += mask001 == 1.0 ? 1.0 : 0.0;
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if (maskLaplacian > 0) {
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mask = 1;
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}
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{
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vec4 sourceColor = textureLod(tex2, v_texCoord0, 0.0);
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vec4 membraneColor = textureLod(tex0, v_texCoord0, 0.0);
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membraneColor.rgb /= membraneColor.a;
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vec3 blend = membraneColor.rgb + sourceColor.rgb;
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o_output.rgb = mix(targetColor.rgb, blend, mask*max(0.0,min(1.0, softMask * softMaskGain)));
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o_output.a = 1.0;
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}
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}
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@@ -0,0 +1,25 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/fill-boundary.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0;
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uniform int levels;
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out vec4 o_output;
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uniform float scale;
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uniform float phase;
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uniform float minValue;
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uniform float maxValue;
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void main(){
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vec4 c = texture(tex0, v_texCoord0);
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c.rgb = clamp(c.rgb, vec3(minValue), vec3(maxValue));
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o_output = c;
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}
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@@ -0,0 +1,50 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/downscale.frag
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#version 330
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in vec2 v_texCoord0;
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uniform vec2 targetSize;
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uniform sampler2D tex0;
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out vec4 o_output;
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uniform vec2 padding;
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uniform float h1[5]; ///< h1 filter parameters.
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/** Denotes if a pixel falls outside an image.
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\param pos the pixel position
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\param size the image size
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\return true if the pixel is outside of the image
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*/
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bool isOutside(ivec2 pos, ivec2 size){
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return (pos.x < 0 || pos.y < 0 || pos.x > size.x || pos.y > size.y);
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}
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/** Apply the h1 filter and downscale the input data by a factor of 2. */
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void main(){
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vec4 accum = vec4(0.0);
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ivec2 size = textureSize(tex0, 0).xy;
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ivec2 ts = size;
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//ivec2 ts = ivec2(targetSize - 2 * padding);
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// Our current size is half this one, so we have to scale by 2.
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ivec2 coords = ivec2(floor( targetSize * v_texCoord0)) * 2 - ivec2(10);
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for(int dy = -2; dy <=2; dy++){
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for(int dx = -2; dx <=2; dx++){
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ivec2 newPix = coords+ivec2(dx,dy);
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if(isOutside(newPix, size)){
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continue;
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//accum = vec4(1.0, 0.0, 0.0, 1.0);
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}
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accum += h1[dx+2] * h1[dy+2] * texelFetch(tex0, newPix,0);
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}
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}
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o_output = accum;
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}
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@@ -0,0 +1,63 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/fill-boundary.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0;
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//layout(binding = 0) uniform sampler2D screenTexture; ///< Image to process.
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//layout(location = 0) out vec4 fragColor; ///< Color.
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out vec4 o_output;
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/** Denotes if a pixel falls outside an image.
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\param pos the pixel position
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\param size the image size
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\return true if the pixel is outside of the image
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*/
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/** Output color only on the edges of the black regions in the input image, along with a 1.0 alpha. */
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void main(){
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o_output = vec4(0.0);
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vec4 fullColor = textureLod(tex0, v_texCoord0, 0.0);
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float isInMask = fullColor.a == 1.0 ? 0.0 : 1.0; //float(all(equal(fullColor.rgb, vec3(0.0))));
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float maskLaplacian = -4.0*(1.0-fullColor.a);
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// float maskLaplacian = -4.0 * isInMask;
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vec4 cola110 = textureLodOffset(tex0, v_texCoord0, 0.0, ivec2( 1, 0));
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vec4 cola101 = textureLodOffset(tex0, v_texCoord0, 0.0, ivec2( 0, 1));
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vec4 cola010 = textureLodOffset(tex0, v_texCoord0, 0.0, ivec2(-1, 0));
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vec4 cola001 = textureLodOffset(tex0, v_texCoord0, 0.0, ivec2( 0,-1));
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vec3 col110 = cola110.rgb; // cola110.a;
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vec3 col101 = cola101.rgb; // cola101.a;
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vec3 col010 = cola010.rgb; // cola010.a;
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vec3 col001 = cola001.rgb; // cola001.a;
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// maskLaplacian += float(all(equal(col110, vec3(0.0))));
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// maskLaplacian += float(all(equal(col101, vec3(0.0))));
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// maskLaplacian += float(all(equal(col010, vec3(0.0))));
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// maskLaplacian += float(all(equal(col001, vec3(0.0))));
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// maskLaplacian += cola110.a == 1.0 ? 0.0 : 1.0;
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// maskLaplacian += cola101.a == 1.0 ? 0.0 : 1.0;
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// maskLaplacian += cola010.a == 1.0 ? 0.0 : 1.0;
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// maskLaplacian += cola001.a == 1.0 ? 0.0 : 1.0;
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maskLaplacian += (1.0-cola110.a);
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maskLaplacian += (1.0-cola101.a);
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maskLaplacian += (1.0-cola010.a);
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maskLaplacian += (1.0-cola001.a);
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if(maskLaplacian > 0.0){
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o_output.rgb = fullColor.rgb;///fullColor.a;;
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o_output.a = fullColor.a;
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}
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}
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@@ -0,0 +1,25 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/fill-combine.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0; // result of pyramid convolution
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uniform sampler2D tex1; // input image
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out vec4 o_output;
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/** Composite the initial image and the filled image in the regions where the initial image is black. */
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void main(){
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vec4 inputColor = textureLod(tex1, v_texCoord0, 0.0).rgba;
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//float mask = float(all(equal(inputColor, vec3(0.0))));
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//float mask = inputColor.a == 1.0? 0.0 : 1.0;
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float mask = 1.0 - inputColor.a;
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vec4 fillColor = textureLod(tex0, v_texCoord0, 0.0);
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fillColor.rgb /= fillColor.a;
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o_output.rgb = fillColor.rgb * (mask) + inputColor.rgb; //mix(inputColor.rgb, fillColor.rgb, mask);
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o_output.a = 1.0;
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}
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@@ -0,0 +1,41 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/filter.frag
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#version 330
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//layout(binding = 0) uniform sampler2D screenTexture; ///< Level to filter.
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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out vec4 o_output;
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uniform float g[3]; ///< g filter parameters.
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/** Denotes if a pixel falls outside an image.
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\param pos the pixel position
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\param size the image size
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\return true if the pixel is outside of the image
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*/
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bool isOutside(ivec2 pos, ivec2 size){
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return (pos.x < 0 || pos.y < 0 || pos.x >= size.x || pos.y >= size.y);
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}
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/** Apply the g filter to the input data. */
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void main(){
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vec4 accum = vec4(0.0);
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ivec2 size = textureSize(tex0, 0).xy;
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ivec2 coords = ivec2(v_texCoord0 * size);
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for(int dy = -1; dy <=1; dy++){
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for(int dx = -1; dx <=1; dx++){
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ivec2 newPix = coords + ivec2(dx,dy);
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if(isOutside(newPix, size)){
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continue;
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}
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accum += g[dx+1] * g[dy+1] * texelFetch(tex0, newPix,0 );
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}
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}
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o_output = accum;
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}
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@@ -0,0 +1,52 @@
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// adapted from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/laplacian.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0;
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out vec4 o_output;
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/** Denotes if UV coordinates falls outside an image.
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\param pos the UV coordinates
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\return true if the UV are outside of the image
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*/
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bool isOutside(vec2 pos){
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return (pos.x < 0.0 || pos.y < 0.0 || pos.x > 1.0 || pos.y > 1.0);
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}
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/** Compute the Laplacian field of an input RGB image, adding a 1px black border around it before computing the gradients and divergence. */
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void main(){
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vec3 div = vec3(0.0);
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ivec2 size = textureSize(tex0, 0).xy;
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vec3 pixelShift = vec3(0.0);
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pixelShift.xy = 1.0/vec2(size);
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vec2 uvs = v_texCoord0;
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if(!isOutside(uvs)){
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vec3 col = textureLod(tex0, uvs, 0.0).rgb;
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div = 4.0 * col;
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}
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vec2 uvs110 = uvs + pixelShift.xz;
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if(!isOutside(uvs110)){
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vec3 col110 = textureLod(tex0, uvs110, 0.0).rgb;
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div -= col110;
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}
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vec2 uvs101 = uvs + pixelShift.zy;
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if(!isOutside(uvs101)){
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vec3 col101 = textureLod(tex0, uvs101, 0.0).rgb;
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div -= col101;
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}
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vec2 uvs010 = uvs - pixelShift.xz;
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if(!isOutside(uvs010)){
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vec3 col010 = textureLod(tex0, uvs010, 0.0).rgb;
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div -= col010;
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}
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vec2 uvs001 = uvs - pixelShift.zy;
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if(!isOutside(uvs001)){
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vec3 col001 = textureLod(tex0, uvs001, 0.0).rgb;
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div -= col001;
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}
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o_output.rgb = div;
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o_output.a = 1.0f;
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}
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@@ -0,0 +1,20 @@
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0;
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out vec4 o_output;
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/** Denotes if a pixel falls outside an image.
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\param pos the pixel position
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\param size the image size
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\return true if the pixel is outside of the image
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*/
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/** Output an image translated by a fixed number of pixels on each axis. useful for padding when rendering in a larger framebuffer. */
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void main(){
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vec4 c = texture(tex0, v_texCoord0);
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o_output.rgb = c.rgb;
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o_output.a = 1.0;
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}
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@@ -0,0 +1,18 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/fill-boundary.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0;
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out vec4 o_output;
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void main(){
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o_output = vec4(0.0);
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vec4 fullColor = textureLod(tex0, v_texCoord0, 0.0);
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if (fullColor.a == 1.0) {
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o_output = fullColor;
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}
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}
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@@ -0,0 +1,60 @@
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// from https://github.com/kosua20/Rendu/blob/master/resources/common/shaders/screens/convolution-pyramid/upscale.frag
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0; ///< Current h1 filtered level.
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uniform sampler2D tex1; ///< Previous h1+g filtered level.
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out vec4 o_output; ///< Color.
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uniform float h1[5]; ///< h1 filter parameters.
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uniform float h2; ///< h2 scaling parameter.
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uniform float g[3]; ///< g filter parameters.
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/** Denotes if a pixel falls outside an image.
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\param pos the pixel position
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\param size the image size
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\return true if the pixel is outside of the image
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*/
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bool isOutside(ivec2 pos, ivec2 size){
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return (pos.x < 0 || pos.y < 0 || pos.x >= size.x || pos.y >= size.y);
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}
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/** Combine previous level filtered with h2 (applying a 0-filled upscaling) and the current level filtered with g.
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*/
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void main(){
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vec4 accum = vec4(0.0);
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ivec2 size = textureSize(tex0, 0).xy;
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ivec2 coords = ivec2(v_texCoord0 * size);
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for(int dy = -1; dy <=1; dy++){
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for(int dx = -1; dx <=1; dx++){
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ivec2 newPix = coords+ivec2(dx,dy);
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if(isOutside(newPix, size)){
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continue;
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}
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accum += g[dx+1] * g[dy+1] * texelFetch(tex0, newPix,0);
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}
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}
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ivec2 sizeSmall = textureSize(tex1, 0).xy;
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for(int dy = -2; dy <=2; dy++){
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for(int dx = -2; dx <=2; dx++){
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ivec2 newPix = coords+ivec2(dx,dy);
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// The filter is applied to a texture upscaled by inserting zeros.
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if(newPix.x%2 != 0 || newPix.y%2 != 0){
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continue;
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}
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newPix /= 2;
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newPix += 5;
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if(isOutside(newPix, sizeSmall)){
|
||||
accum = vec4(0.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
accum += h2 * h1[dx+2] * h1[dy+2] * texelFetch(tex1, newPix, 0);
|
||||
}
|
||||
}
|
||||
o_output = accum;
|
||||
}
|
||||
Reference in New Issue
Block a user