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Add RCA sharpening
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sharpen/rca_sharpen.slangp
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sharpen/rca_sharpen.slangp
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shaders = 1
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shader0 = shaders/rcas.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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134
sharpen/shaders/rcas.slang
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sharpen/shaders/rcas.slang
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#version 450
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/*
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Robust Contrast Adaptive (RCA) Sharpening v1.0, re-implemented by fishku
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Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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Changelog:
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v1.0: Initial release.
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*/
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/*
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The implementation and documentation largely follow these resources:
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- https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h#L602
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- https://www.shadertoy.com/view/7tfSWH
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RCAS is based on the following logic.
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RCAS uses a 5 tap filter in a cross pattern (same as CAS),
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w n
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w 1 w for taps w m e
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w s
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Where 'w' is the negative lobe weight.
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output = (w*(n+e+w+s)+m)/(4*w+1)
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RCAS solves for 'w' by seeing where the signal might clip out of the {0 to 1} input range,
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0 == (w*(n+e+w+s)+m)/(4*w+1) -> w = -m/(n+e+w+s)
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1 == (w*(n+e+w+s)+m)/(4*w+1) -> w = (1-m)/(n+e+w+s-4*1)
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Then chooses the 'w' which results in no clipping, limits 'w', and multiplies by the 'sharp' amount.
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This solution above has issues with MSAA input as the steps along the gradient cause edge detection
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issues.
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So RCAS uses 4x the maximum and 4x the minimum (depending on equation) in place of the individual
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taps.
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As well as switching from 'm' to either the minimum or maximum (depending on side), to help in
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energy conservation.
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This stabilizes RCAS. RCAS does a simple highpass which is normalized against the local contrast
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then shaped,
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0.25
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0.25 -1 0.25
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0.25
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This is used as a noise detection filter, to reduce the effect of RCAS on grain, and focus on real
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edges.
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*/
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#pragma parameter RCAS_SETTINGS "=== RCA v1.0 Sharpening Settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter RCAS_STRENGTH "Strength of RCA sharpening" 0.5 0.0 1.1 0.05
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#pragma parameter RCAS_DENOISE "Suppress luma oversharpening" 1.0 0.0 1.0 1.0
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layout(push_constant) uniform Push {
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float RCAS_STRENGTH;
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float RCAS_DENOISE;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO {
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mat4 MVP;
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}
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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 = 1) uniform sampler2D Source;
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// This is set at the limit of providing unnatural results for sharpening.
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#define RCAS_LIMIT (0.25f - (1.0 / 16.0))
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void main() {
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const vec4 offset = vec4(1, 0, 1, -1) * param.SourceSize.zzww;
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const vec3 sample_n = texture(Source, vTexCoord + offset.yz).rgb;
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const vec3 sample_w = texture(Source, vTexCoord - offset.xy).rgb;
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const vec3 sample_m = texture(Source, vTexCoord).rgb;
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const vec3 sample_e = texture(Source, vTexCoord + offset.xy).rgb;
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const vec3 sample_s = texture(Source, vTexCoord + offset.yw).rgb;
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const vec3 max_edges = max(max(sample_n, sample_s), max(sample_e, sample_w));
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const vec3 min_edges = min(min(sample_n, sample_s), min(sample_e, sample_w));
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const vec3 sum_edges = sample_n + sample_e + sample_s + sample_w;
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const vec3 edge = -0.25f * min(min_edges / max_edges, (1.0 - max_edges) / (1.0 - min_edges));
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const float edges = clamp(max(edge.r, max(edge.g, edge.b)), -RCAS_LIMIT, 0.0);
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float w = edges * param.RCAS_STRENGTH;
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if (param.RCAS_DENOISE > 0.5) {
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// Luma times 2.
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const float luma_n = 0.5 * (sample_n.b + sample_n.r) + sample_n.g;
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const float luma_w = 0.5 * (sample_w.b + sample_w.r) + sample_w.g;
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const float luma_m = 0.5 * (sample_m.b + sample_m.r) + sample_m.g;
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const float luma_e = 0.5 * (sample_e.b + sample_e.r) + sample_e.g;
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const float luma_s = 0.5 * (sample_s.b + sample_s.r) + sample_s.g;
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// Noise detection.
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float nz = 0.25 * (luma_n + luma_w + luma_e + luma_s) - luma_m;
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nz = clamp(abs(nz) / (max(max(max(max(luma_n, luma_w), luma_m), luma_e), luma_s) -
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min(min(min(min(luma_n, luma_w), luma_m), luma_e), luma_s)),
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0.0, 1.0);
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nz = 1.0 - 0.5 * nz;
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// Apply noise removal.
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w *= nz;
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}
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vec3 col = (sample_m + sum_edges * w) / (w * 4.0 + 1.0);
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col = clamp(col, vec3(0.0), vec3(1.0));
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FragColor = vec4(col, 1.0);
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}
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