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