82 lines
3.1 KiB
GLSL
82 lines
3.1 KiB
GLSL
// 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 SCALED
|
|
//!BIND HOOKED
|
|
//!DESC Contrast Adaptive Sharpening [0.40]
|
|
|
|
#define SHARPNESS 0.40 // 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);
|
|
}
|