Multi pass test
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This commit is contained in:
2026-05-08 17:40:09 +10:00
parent 5ae43513a7
commit ad24a20fdb
4 changed files with 124 additions and 17 deletions

View File

@@ -1,9 +1,25 @@
{ {
"id": "gaussian-blur", "id": "gaussian-blur",
"name": "Gaussian Blur", "name": "Gaussian Blur",
"description": "Applies a simple Gaussian-style blur to the decoded video input.", "description": "Applies a separable two-pass Gaussian-style blur to the decoded video input.",
"category": "Transform", "category": "Transform",
"entryPoint": "shadeVideo", "entryPoint": "shadeVideo",
"passes": [
{
"id": "horizontal",
"source": "shader.slang",
"entryPoint": "blurHorizontal",
"inputs": ["layerInput"],
"output": "blurHorizontal"
},
{
"id": "vertical",
"source": "shader.slang",
"entryPoint": "blurVertical",
"inputs": ["blurHorizontal"],
"output": "layerOutput"
}
],
"parameters": [ "parameters": [
{ {
"id": "radius", "id": "radius",

View File

@@ -1,25 +1,22 @@
float4 shadeVideo(ShaderContext context) float4 gaussianBlurDirection(ShaderContext context, float2 direction)
{ {
float2 texel = 1.0 / max(context.inputResolution, float2(1.0, 1.0)); float2 texel = 1.0 / max(context.inputResolution, float2(1.0, 1.0));
float blurRadius = max(radius, 0.0); float blurRadius = max(radius, 0.0) * saturate(strength);
float2 sampleStep = texel * blurRadius; float2 sampleStep = texel * blurRadius * direction;
int sampleRadius = int(clamp(samples, 0.0, 8.0) + 0.5); int sampleRadius = int(clamp(samples, 0.0, 8.0) + 0.5);
float4 center = sampleVideo(context.uv); float4 center = sampleVideo(context.uv);
float4 blur = float4(0.0, 0.0, 0.0, 0.0); float4 blur = float4(0.0, 0.0, 0.0, 0.0);
float totalWeight = 0.0; float totalWeight = 0.0;
for (int y = -sampleRadius; y <= sampleRadius; ++y) for (int x = -sampleRadius; x <= sampleRadius; ++x)
{ {
for (int x = -sampleRadius; x <= sampleRadius; ++x) float distanceSquared = float(x * x);
{ float sigma = max(float(sampleRadius) * 0.5, 0.5);
float distanceSquared = float(x * x + y * y); float weight = exp(-distanceSquared / (2.0 * sigma * sigma));
float sigma = max(float(sampleRadius) * 0.5, 0.5); float2 offset = float(x) * sampleStep;
float weight = exp(-distanceSquared / (2.0 * sigma * sigma)); blur += sampleVideo(context.uv + offset) * weight;
float2 offset = float2(float(x), float(y)) * sampleStep; totalWeight += weight;
blur += sampleVideo(context.uv + offset) * weight;
totalWeight += weight;
}
} }
if (sampleRadius == 0) if (sampleRadius == 0)
@@ -29,7 +26,20 @@ float4 shadeVideo(ShaderContext context)
} }
blur /= max(totalWeight, 0.0001); blur /= max(totalWeight, 0.0001);
return blur;
float mixValue = saturate(strength); }
return lerp(center, blur, mixValue);
float4 blurHorizontal(ShaderContext context)
{
return gaussianBlurDirection(context, float2(1.0, 0.0));
}
float4 blurVertical(ShaderContext context)
{
return gaussianBlurDirection(context, float2(0.0, 1.0));
}
float4 shadeVideo(ShaderContext context)
{
return blurVertical(context);
} }

View File

@@ -0,0 +1,43 @@
{
"id": "multipass-test",
"name": "Multipass Test",
"description": "Diagnostic two-pass shader that generates a mask in pass one, then samples that named intermediate in pass two.",
"category": "Utility",
"entryPoint": "shadeVideo",
"passes": [
{
"id": "mask",
"source": "shader.slang",
"entryPoint": "buildMask",
"inputs": ["layerInput"],
"output": "generatedMask"
},
{
"id": "final",
"source": "shader.slang",
"entryPoint": "applyMask",
"inputs": ["generatedMask"],
"output": "layerOutput"
}
],
"parameters": [
{
"id": "intensity",
"label": "Intensity",
"type": "float",
"default": 1.0,
"min": 0.0,
"max": 1.0,
"step": 0.01
},
{
"id": "scale",
"label": "Scale",
"type": "float",
"default": 10.0,
"min": 2.0,
"max": 32.0,
"step": 1.0
}
]
}

View File

@@ -0,0 +1,38 @@
float ringMask(float2 uv)
{
float2 centered = uv * 2.0 - 1.0;
float radius = length(centered);
float ring = 1.0 - smoothstep(0.015, 0.035, abs(radius - 0.55));
float cross = 1.0 - smoothstep(0.006, 0.018, min(abs(centered.x), abs(centered.y)));
return saturate(max(ring, cross));
}
float gridMask(float2 uv)
{
float2 cell = abs(frac(uv * max(scale, 1.0)) - 0.5);
float line = 1.0 - smoothstep(0.455, 0.495, max(cell.x, cell.y));
return saturate(line * 0.55);
}
float4 buildMask(ShaderContext context)
{
float mask = saturate(max(ringMask(context.uv), gridMask(context.uv)));
return float4(mask, context.uv.x, context.uv.y, 1.0);
}
float4 applyMask(ShaderContext context)
{
float4 generated = sampleVideo(context.uv);
float mask = generated.r;
float2 encodedUv = generated.gb;
float checker = step(0.5, frac((encodedUv.x + encodedUv.y) * max(scale, 1.0)));
float3 testColor = lerp(float3(0.0, 0.75, 1.0), float3(1.0, 0.1, 0.85), checker);
float3 base = context.sourceColor.rgb * 0.35;
float3 color = lerp(base, testColor, mask * saturate(intensity));
return float4(color, context.sourceColor.a);
}
float4 shadeVideo(ShaderContext context)
{
return applyMask(context);
}