Add denoise shader
This commit is contained in:
parent
c97c5ff36b
commit
1c4df223cc
56
Shaders/std/denoise.glsl
Normal file
56
Shaders/std/denoise.glsl
Normal file
|
@ -0,0 +1,56 @@
|
|||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Copyright (c) 2018-2019 Michele Morrone
|
||||
// All rights reserved.
|
||||
//
|
||||
// https://michelemorrone.eu - https://BrutPitt.com
|
||||
//
|
||||
// me@michelemorrone.eu - brutpitt@gmail.com
|
||||
// twitter: @BrutPitt - github: BrutPitt
|
||||
//
|
||||
// https://github.com/BrutPitt/glslSmartDeNoise/
|
||||
//
|
||||
// This software is distributed under the terms of the BSD 2-Clause license
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
#ifndef _DENOISE_GLSL_
|
||||
#define _DENOISE_GLSL_
|
||||
|
||||
#define INV_SQRT_OF_2PI 0.39894228040143267793994605993439
|
||||
#define INV_PI 0.31830988618379067153776752674503
|
||||
|
||||
vec4 smartDeNoise(sampler2D tex, vec2 uv, float sigma, float kSigma, float threshold) {
|
||||
float radius = round(kSigma*sigma);
|
||||
float radQ = radius * radius;
|
||||
|
||||
float invSigmaQx2 = .5 / (sigma * sigma); // 1.0 / (sigma^2 * 2.0)
|
||||
float invSigmaQx2PI = INV_PI * invSigmaQx2; // 1.0 / (sqrt(PI) * sigma)
|
||||
|
||||
float invThresholdSqx2 = .5 / (threshold * threshold); // 1.0 / (sigma^2 * 2.0)
|
||||
float invThresholdSqrt2PI = INV_SQRT_OF_2PI / threshold; // 1.0 / (sqrt(2*PI) * sigma)
|
||||
|
||||
vec4 centrPx = texture(tex,uv);
|
||||
|
||||
float zBuff = 0.0;
|
||||
vec4 aBuff = vec4(0.0);
|
||||
vec2 size = vec2(textureSize(tex, 0));
|
||||
|
||||
for(float x=-radius; x <= radius; x++) {
|
||||
float pt = sqrt(radQ-x*x); // pt = yRadius: have circular trend
|
||||
for(float y=-pt; y <= pt; y++) {
|
||||
vec2 d = vec2(x,y)/size;
|
||||
|
||||
float blurFactor = exp( -dot(d , d) * invSigmaQx2 ) * invSigmaQx2;
|
||||
|
||||
vec4 walkPx = texture(tex,uv+d);
|
||||
|
||||
vec4 dC = walkPx-centrPx;
|
||||
float deltaFactor = exp( -dot(dC, dC) * invThresholdSqx2) * invThresholdSqrt2PI * blurFactor;
|
||||
|
||||
zBuff += deltaFactor;
|
||||
aBuff += deltaFactor*walkPx;
|
||||
}
|
||||
}
|
||||
return aBuff/zBuff;
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue