#version 430 core out vec4 FragColor; in vec3 ourColor; in vec2 TexCoord; uniform sampler2D ourTexture; #define INV_SQRT_OF_2PI 0.39894228040143267793994605993439 // 1.0/SQRT_OF_2PI #define INV_PI 0.31830988618379067153776752674503 // https://github.com/BrutPitt/glslSmartDeNoise/blob/master/Shaders/frag.glsl vec4 denoise(sampler2D tex, vec2 uv, float sigma, float kSigma, float threshold) { float radius = round(kSigma*sigma); float radQ = radius*radius; float invSigmaQx2 = .5 / (sigma*sigma); float invSigmaQx2PI = INV_PI * invSigmaQx2; float invThresholdSqx2 = .5 / (threshold*threshold); float invThresholdSqrt2PI = INV_SQRT_OF_2PI / threshold; vec4 centrPx = texture(tex,uv); float zBuff = 0.0; vec4 aBuff = vec4(0.0); vec2 size = vec2(textureSize(tex, 0)); vec2 d; for (d.x=-radius; d.x <= radius; d.x++) { float pt = sqrt(radQ-d.x*d.x); for(d.y=-pt; d.y <= pt; d.y++) { float blurFactor = exp(-dot(d,d)*invSigmaQx2)*invSigmaQx2PI; vec4 walkPx = texture(tex,uv+d/size); vec4 dC = walkPx-centrPx; float deltaFactor = exp(-dot(dC.rgb,dC.rgb) * invThresholdSqx2) * invThresholdSqrt2PI * blurFactor; zBuff += deltaFactor; aBuff += deltaFactor*walkPx; } } return aBuff/zBuff; } void main() { float sigma = 2.5; float kSigma = 7.0; float threshold = 0.3; FragColor = denoise(ourTexture, TexCoord, sigma, kSigma, threshold); //FragColor = texture(ourTexture, TexCoord); }