slang-shaders/fsr/shaders/fsr-pass1.slang

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2021-09-02 15:33:03 +10:00
#version 450
#pragma name FSR_RCAS
// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
// filter_linear1 = true
// scale_type1 = source
// scale1 = 1.0
#pragma parameter FSR_SHARPENING "FSR RCAS Sharpening Amount (Lower = Sharper)" 0.2 0.0 2.0 0.1
#pragma parameter FSR_FILMGRAIN "FSR LFGA Film Grain Intensity" 0.10 0.0 1.0 0.02
layout(push_constant) uniform Push {
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float FSR_SHARPENING;
float FSR_FILMGRAIN;
} params;
layout(std140, set = 0, binding = 0) uniform UBO {
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define A_GPU 1
#define A_GLSL 1
#include "ffx_a.h"
#define FSR_RCAS_F 1
AU4 con0;
AF4 FsrRcasLoadF(ASU2 p) {
return AF4(texelFetch(Source, ASU2(p), 0));
}
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
#include "ffx_fsr1.h"
void main() {
FsrRcasCon(con0, params.FSR_SHARPENING);
AU2 gxy = AU2(vTexCoord.xy * params.OutputSize.xy); // Integer pixel position in output.
AF3 Gamma2Color = AF3(0, 0, 0);
FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, con0);
// FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR
if (params.FSR_FILMGRAIN > 0.0) {
AF1 noise = fract(10000 * sin(((vTexCoord.x + vTexCoord.y * A_2PI) * params.FrameCount)));
FsrLfgaF(Gamma2Color, AF3_(noise - 0.5), params.FSR_FILMGRAIN);
}
FragColor = vec4(Gamma2Color, 1.0);
}