// Copyright (c) 2020 Advanced Micro Devices, Inc. All rights reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // ============================================================================ // Contrast Adaptive Sharpening - deus0ww - 2020-08-04 // // Orginal: https://github.com/GPUOpen-Effects/FidelityFX-CAS // Reshade: https://gist.github.com/SLSNe/bbaf2d77db0b2a2a0755df581b3cf00c // Reshade: https://gist.github.com/martymcmodding/30304c4bffa6e2bd2eb59ff8bb09d135 // ============================================================================ //!HOOK LUMA //!BIND HOOKED //!DESC Contrast Adaptive Sharpening [0.50] #define SHARPNESS 0.50 // Sharpening strength #define saturate(x) clamp(x, 0.0, 1.0) const float peak = -1.0 / mix(8.0, 5.0, saturate(SHARPNESS)); vec4 hook() { // fetch a 3x3 neighborhood around the pixel 'e', // a b c // d(e)f // g h i vec3 a = HOOKED_texOff(ivec2(-1, -1)).rgb; vec3 b = HOOKED_texOff(ivec2( 0, -1)).rgb; vec3 c = HOOKED_texOff(ivec2( 1, -1)).rgb; vec3 d = HOOKED_texOff(ivec2(-1, 0)).rgb; vec3 e = HOOKED_texOff(ivec2( 0, 0)).rgb; vec3 f = HOOKED_texOff(ivec2( 1, 0)).rgb; vec3 g = HOOKED_texOff(ivec2(-1, 1)).rgb; vec3 h = HOOKED_texOff(ivec2( 0, 1)).rgb; vec3 i = HOOKED_texOff(ivec2( 1, 1)).rgb; // Soft min and max. // a b c b // d e f * 0.5 + d e f * 0.5 // g h i h // These are 2.0x bigger (factored out the extra multiply). vec3 mnRGB = min(min(min(d, e), min(f, b)), h); vec3 mnRGB2 = min(mnRGB, min(min(a, c), min(g, i))); mnRGB += mnRGB2; vec3 mxRGB = max(max(max(d, e), max(f, b)), h); vec3 mxRGB2 = max(mxRGB, max(max(a, c), max(g, i))); mxRGB += mxRGB2; // Smooth minimum distance to signal limit divided by smooth max. vec3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) / mxRGB); // Shaping amount of sharpening. vec3 wRGB = sqrt(ampRGB) * peak; // Filter shape. // 0 w 0 // w 1 w // 0 w 0 vec3 weightRGB = 1.0 + 4.0 * wRGB; vec3 window = (b + d) + (f + h); return vec4(saturate((window * wRGB + e) / weightRGB).rgb, HOOKED_tex(HOOKED_pos).a); }