// Copyright (c) Wojciech Figat. All rights reserved. #include "./Flax/Common.hlsl" #include "./Flax/Gather.hlsl" META_CB_BEGIN(0, Data) float2 TexelSize; float2 Padding; META_CB_END // Use linear sampling (less texture fetches required) #define SAMPLE_BLUR(rt, texCoord) SAMPLE_RT_LINEAR(rt, texCoord) Texture2D Input : register(t0); // Pixel Shader for depth buffer downscale (to half res) META_PS(true, FEATURE_LEVEL_ES2) META_PERMUTATION_1(OUTPUT_DEPTH=0) META_PERMUTATION_1(OUTPUT_DEPTH=1) META_PERMUTATION_1(HZB_CLOSEST=2) float PS_HalfDepth(Quad_VS2PS input) #if OUTPUT_DEPTH : SV_Depth #else : SV_Target0 #endif { // Load 4 depth values (2x2 quad) float4 depths = TextureGatherDepth(Input, input.TexCoord); #if REVERSE_Z #if HZB_CLOSEST return max(depths.x, max(depths.y, max(depths.z, depths.w))); #else return min(depths.x, min(depths.y, min(depths.z, depths.w))); #endif #else #if HZB_CLOSEST return min(depths.x, min(depths.y, min(depths.z, depths.w))); #else return max(depths.x, max(depths.y, max(depths.z, depths.w))); #endif #endif } // Pixel Shader for 5-tap gaussian blur META_PS(true, FEATURE_LEVEL_ES2) META_PERMUTATION_1(CONVOLVE_VERTICAL=0) META_PERMUTATION_1(CONVOLVE_VERTICAL=1) float4 PS_Blur5(Quad_VS2PS input) : SV_Target0 { const float offsets[2] = { 0.00000000, 1.33333333 }; const float weights[2] = { 0.29411765, 0.35294118 }; float4 color = SAMPLE_BLUR(Input, input.TexCoord) * weights[0]; UNROLL for (int i = 1; i < 2; i++) { #if CONVOLVE_VERTICAL float2 texCoordOffset = float2(offsets[i], 0) * TexelSize; #else float2 texCoordOffset = float2(0, offsets[i]) * TexelSize; #endif color += (SAMPLE_BLUR(Input, input.TexCoord + texCoordOffset) + SAMPLE_BLUR(Input, input.TexCoord - texCoordOffset)) * weights[i]; } return color; } // Pixel Shader for 9-tap Gaussian blur META_PS(true, FEATURE_LEVEL_ES2) META_PERMUTATION_1(CONVOLVE_VERTICAL=0) META_PERMUTATION_1(CONVOLVE_VERTICAL=1) float4 PS_Blur9(Quad_VS2PS input) : SV_Target0 { const float offsets[3] = { 0.00000000, 1.38461538, 3.23076923 }; const float weights[3] = { 0.22702703, 0.31621622, 0.07027027 }; float4 color = SAMPLE_BLUR(Input, input.TexCoord) * weights[0]; UNROLL for (int i = 1; i < 3; i++) { #if CONVOLVE_VERTICAL float2 texCoordOffset = float2(offsets[i], 0) * TexelSize; #else float2 texCoordOffset = float2(0, offsets[i]) * TexelSize; #endif color += (SAMPLE_BLUR(Input, input.TexCoord + texCoordOffset) + SAMPLE_BLUR(Input, input.TexCoord - texCoordOffset)) * weights[i]; } return color; } // Pixel Shader for 13-tap gaussian blur META_PS(true, FEATURE_LEVEL_ES2) META_PERMUTATION_1(CONVOLVE_VERTICAL=0) META_PERMUTATION_1(CONVOLVE_VERTICAL=1) float4 PS_Blur13(Quad_VS2PS input) : SV_Target0 { const float offsets[4] = { 0.00000000, 1.41176471, 3.29411765, 5.17647059 }; const float weights[4] = { 0.19648255, 0.29690696, 0.09447040, 0.01038136 }; float4 color = SAMPLE_BLUR(Input, input.TexCoord) * weights[0]; UNROLL for (int i = 1; i < 4; i++) { #if CONVOLVE_VERTICAL float2 texCoordOffset = float2(offsets[i], 0) * TexelSize; #else float2 texCoordOffset = float2(0, offsets[i]) * TexelSize; #endif color += (SAMPLE_BLUR(Input, input.TexCoord + texCoordOffset) + SAMPLE_BLUR(Input, input.TexCoord - texCoordOffset)) * weights[i]; } return color; } // Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. // See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details // The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae // Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 float4 SampleTextureCatmullRom(Texture2D tex, SamplerState linearSampler, float2 uv, float2 texelSize) { // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding // down the sample location to get the exact center of our "starting" texel. The starting texel will be at // location [1, 1] in the grid, where [0, 0] is the top left corner. float2 samplePos = uv / texelSize; float2 texPos1 = floor(samplePos - 0.5f) + 0.5f; // Compute the fractional offset from our starting texel to our original sample location, which we'll // feed into the Catmull-Rom spline function to get our filter weights. float2 f = samplePos - texPos1; // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier. // These equations are pre-expanded based on our knowledge of where the texels will be located, // which lets us avoid having to evaluate a piece-wise function. float2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f)); float2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f); float2 w2 = f * (0.5f + f * (2.0f - 1.5f * f)); float2 w3 = f * f * (-0.5f + 0.5f * f); // Work out weighting factors and sampling offsets that will let us use bilinear filtering to // simultaneously evaluate the middle 2 samples from the 4x4 grid. float2 w12 = w1 + w2; float2 offset12 = w2 / (w1 + w2); // Compute the final UV coordinates we'll use for sampling the texture float2 texPos0 = texPos1 - 1; float2 texPos3 = texPos1 + 2; float2 texPos12 = texPos1 + offset12; texPos0 *= texelSize; texPos3 *= texelSize; texPos12 *= texelSize; float4 result = 0.0f; result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos0.y), 0.0f) * w0.x * w0.y; result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos0.y), 0.0f) * w12.x * w0.y; result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos0.y), 0.0f) * w3.x * w0.y; result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos12.y), 0.0f) * w0.x * w12.y; result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos12.y), 0.0f) * w12.x * w12.y; result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos12.y), 0.0f) * w3.x * w12.y; result += tex.SampleLevel(linearSampler, float2(texPos0.x, texPos3.y), 0.0f) * w0.x * w3.y; result += tex.SampleLevel(linearSampler, float2(texPos12.x, texPos3.y), 0.0f) * w12.x * w3.y; result += tex.SampleLevel(linearSampler, float2(texPos3.x, texPos3.y), 0.0f) * w3.x * w3.y; return result; } // Pixel Shader for upscaling image META_PS(true, FEATURE_LEVEL_ES2) float4 PS_Upscale(Quad_VS2PS input) : SV_Target0 { // Catmull-Rom filtering with 9-taps return SampleTextureCatmullRom(Input, SamplerLinearClamp, input.TexCoord, TexelSize); } #ifdef _PS_BilateralUpscale #include "./Flax/GBufferCommon.hlsl" Texture2D Depths : register(t1); Texture2D Normals : register(t2); // Pixel Shader for upscaling image with bilateral filtering (depth and normal weighting) META_PS(true, FEATURE_LEVEL_ES2) float4 PS_BilateralUpscale(Quad_VS2PS input) : SV_Target0 { const float epsilon = 0.0001f; float2 inputSize = floor(1.0f / TexelSize); float2 baseUV = floor(input.TexCoord * inputSize - 0.5f) / inputSize + 0.5f * TexelSize; float2 bilinear = (input.TexCoord - baseUV) * inputSize; float4 weights = float4((1 - bilinear.y) * (1 - bilinear.x), (1 - bilinear.y) * bilinear.x, bilinear.y * (1 - bilinear.x), bilinear.y * bilinear.x); float4 values00 = SAMPLE_RT_LINEAR(Input, baseUV); float4 values10 = SAMPLE_RT_LINEAR(Input, baseUV + float2(TexelSize.x, 0)); float4 values01 = SAMPLE_RT_LINEAR(Input, baseUV + float2(0, TexelSize.y)); float4 values11 = SAMPLE_RT_LINEAR(Input, baseUV + TexelSize); float depth00 = SAMPLE_RT_DEPTH(Depths, baseUV); float depth10 = SAMPLE_RT_DEPTH(Depths, baseUV + float2(TexelSize.x, 0)); float depth01 = SAMPLE_RT_DEPTH(Depths, baseUV + float2(0, TexelSize.y)); float depth11 = SAMPLE_RT_DEPTH(Depths, baseUV + TexelSize); float minDepth = min(min(min(depth00, depth10), depth01), depth11); float maxDepth = max(max(max(depth00, depth10), depth01), depth11); if (maxDepth / minDepth > 1.021f) { float depth = SAMPLE_RT_DEPTH(Depths, input.TexCoord); weights *= 1.0f / (abs(float4(depth00, depth10, depth01, depth11) - depth.xxxx) + epsilon); } float3 normal00 = DecodeNormal(SAMPLE_RT_LINEAR(Normals, baseUV).rgb); float3 normal10 = DecodeNormal(SAMPLE_RT_LINEAR(Normals, baseUV + float2(TexelSize.x, 0)).rgb); float3 normal01 = DecodeNormal(SAMPLE_RT_LINEAR(Normals, baseUV + float2(0, TexelSize.y)).rgb); float3 normal11 = DecodeNormal(SAMPLE_RT_LINEAR(Normals, baseUV + TexelSize).rgb); float3 normal = DecodeNormal(SAMPLE_RT(Normals, input.TexCoord).rgb); float normalPower = 2; weights.x *= min(pow(saturate(dot(normal, normal00)), normalPower), 1.0); weights.y *= min(pow(saturate(dot(normal, normal10)), normalPower), 1.0); weights.z *= min(pow(saturate(dot(normal, normal01)), normalPower), 1.0); weights.w *= min(pow(saturate(dot(normal, normal11)), normalPower), 1.0); values00 *= weights.x; values10 *= weights.y; values01 *= weights.z; values11 *= weights.w; return (values00 + values10 + values01 + values11) / (dot(weights, 1) + epsilon); } #endif