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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
Add AMD FSR Super Resolution Upscaler
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parent
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15
fsr/fsr.slangp
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15
fsr/fsr.slangp
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shaders = 2
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shader0 = shaders/fsr-pass0.slang
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filter_linear0 = true
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scale_type0 = viewport
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scale0 = 1.0
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shader1 = shaders/fsr-pass1.slang
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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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parameters = "FSR_SHARPENING;FSR_FILMGRAIN"
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FSR_SHARPENING = 0.3
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FSR_FILMGRAIN = 0.10
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2656
fsr/shaders/ffx_a.h
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2656
fsr/shaders/ffx_a.h
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Load diff
1199
fsr/shaders/ffx_fsr1.h
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1199
fsr/shaders/ffx_fsr1.h
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File diff suppressed because it is too large
Load diff
66
fsr/shaders/fsr-pass0.slang
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fsr/shaders/fsr-pass0.slang
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#version 450
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#pragma name FSR_EASU
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// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
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// filter_linear0 = true
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// scale_type0 = viewport
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// scale0 = 1.0
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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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} 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_EASU_F 1
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AU4 con0, con1, con2, con3;
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AF4 FsrEasuRF(AF2 p) {
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return textureGather(Source, p, 0);
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}
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AF4 FsrEasuGF(AF2 p) {
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return textureGather(Source, p, 1);
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}
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AF4 FsrEasuBF(AF2 p) {
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return textureGather(Source, p, 2);
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}
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#include "ffx_fsr1.h"
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void main() {
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FsrEasuCon(con0, con1, con2, con3,
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params.SourceSize.x, params.SourceSize.y, // Viewport size (top left aligned) in the input image which is to be scaled.
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params.SourceSize.x, params.SourceSize.y, // The size of the input image.
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params.OutputSize.x, params.OutputSize.y); // The output resolution.
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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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FsrEasuF(Gamma2Color, gxy, con0, con1, con2, con3);
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FragColor = vec4(Gamma2Color, 1.0);
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}
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70
fsr/shaders/fsr-pass1.slang
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fsr/shaders/fsr-pass1.slang
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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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41
fsr/smaa+fsr.slangp
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41
fsr/smaa+fsr.slangp
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shaders = 6
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shader0 = ../stock.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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alias0 = SMAA_Input
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shader1 = ../anti-aliasing/shaders/smaa/smaa-pass0.slang
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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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shader2 = ../anti-aliasing/shaders/smaa/smaa-pass1.slang
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filter_linear2 = true
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scale_type2 = source
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scale2 = 1.0
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shader3 = ../anti-aliasing/shaders/smaa/smaa-pass2.slang
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filter_linear3 = true
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scale_type3 = source
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scale3 = 1.0
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textures = "areaTex;searchTex"
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areaTex = ../anti-aliasing/shaders/smaa/AreaTex.png
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searchTex = ../anti-aliasing/shaders/smaa/SearchTex.png
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shader4 = shaders/fsr-pass0.slang
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filter_linear4 = true
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scale_type4 = viewport
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scale4 = 1.0
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shader5 = shaders/fsr-pass1.slang
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filter_linear5 = true
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scale_type5 = source
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scale5 = 1.0
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parameters = "SMAA_EDT;FSR_SHARPENING;FSR_FILMGRAIN"
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SMAA_EDT = 1.0
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FSR_SHARPENING = 0.1
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FSR_FILMGRAIN = 0.12
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