diff --git a/README.md b/README.md index 146e4de..605bbfc 100644 --- a/README.md +++ b/README.md @@ -614,7 +614,7 @@ layout(push_constant) uniform Push ### Samplers Which samplers are used for textures are specified by the preset format. -The sampler remains constant throughout the frame, there is currently no way to select samplers on a frame-by-frame basic. +The sampler remains constant throughout the frame, there is currently no way to select samplers on a frame-by-frame basis. This is mostly to make it possible to use the spec in GLES2 as GLES2 has no concept of separate samplers and images. ### sRGB diff --git a/anti-aliasing/shaders/smaa/SMAA.frag b/anti-aliasing/shaders/smaa/SMAA.frag deleted file mode 100644 index d4f1b1a..0000000 --- a/anti-aliasing/shaders/smaa/SMAA.frag +++ /dev/null @@ -1,710 +0,0 @@ -/** - * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com) - * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com) - * Copyright (C) 2013 Belen Masia (bmasia@unizar.es) - * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com) - * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es) - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * 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. As clarification, there - * is no requirement that the copyright notice and permission be included in - * binary distributions 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. - */ - - -//----------------------------------------------------------------------------- -// Edge Detection Pixel Shaders (First Pass) - -/** - * Luma Edge Detection - * - * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and - * thus 'colorTex' should be a non-sRGB texture. - */ -float2 SMAALumaEdgeDetectionPS(float2 texcoord, - float4 offset[3], - SMAATexture2D(colorTex) - #if SMAA_PREDICATION - , SMAATexture2D(predicationTex) - #endif - ) { - // Calculate the threshold: - #if SMAA_PREDICATION - float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex)); - #else - float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); - #endif - - // Calculate lumas: - float3 weights = float3(0.2126, 0.7152, 0.0722); - float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights); - - float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights); - float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights); - - // We do the usual threshold: - float4 delta; - delta.xy = abs(L - float2(Lleft, Ltop)); - float2 edges = step(threshold, delta.xy); - - // Then discard if there is no edge: - if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; - - // Calculate right and bottom deltas: - float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights); - float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights); - delta.zw = abs(L - float2(Lright, Lbottom)); - - // Calculate the maximum delta in the direct neighborhood: - float2 maxDelta = max(delta.xy, delta.zw); - - // Calculate left-left and top-top deltas: - float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights); - float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights); - delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop)); - - // Calculate the final maximum delta: - maxDelta = max(maxDelta.xy, delta.zw); - float finalDelta = max(maxDelta.x, maxDelta.y); - - // Local contrast adaptation: - edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); - - return edges; -} - -/** - * Color Edge Detection - * - * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and - * thus 'colorTex' should be a non-sRGB texture. - */ -float2 SMAAColorEdgeDetectionPS(float2 texcoord, - float4 offset[3], - SMAATexture2D(colorTex) - #if SMAA_PREDICATION - , SMAATexture2D(predicationTex) - #endif - ) { - // Calculate the threshold: - #if SMAA_PREDICATION - float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex); - #else - float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD); - #endif - - // Calculate color deltas: - float4 delta; - float3 C = SMAASamplePoint(colorTex, texcoord).rgb; - - float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb; - float3 t = abs(C - Cleft); - delta.x = max(max(t.r, t.g), t.b); - - float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb; - t = abs(C - Ctop); - delta.y = max(max(t.r, t.g), t.b); - - // We do the usual threshold: - float2 edges = step(threshold, delta.xy); - - // Then discard if there is no edge: - if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; - - // Calculate right and bottom deltas: - float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb; - t = abs(C - Cright); - delta.z = max(max(t.r, t.g), t.b); - - float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb; - t = abs(C - Cbottom); - delta.w = max(max(t.r, t.g), t.b); - - // Calculate the maximum delta in the direct neighborhood: - float2 maxDelta = max(delta.xy, delta.zw); - - // Calculate left-left and top-top deltas: - float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb; - t = abs(C - Cleftleft); - delta.z = max(max(t.r, t.g), t.b); - - float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb; - t = abs(C - Ctoptop); - delta.w = max(max(t.r, t.g), t.b); - - // Calculate the final maximum delta: - maxDelta = max(maxDelta.xy, delta.zw); - float finalDelta = max(maxDelta.x, maxDelta.y); - - // Local contrast adaptation: - edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy); - - return edges; -} - -/** - * Depth Edge Detection - */ -float2 SMAADepthEdgeDetectionPS(float2 texcoord, - float4 offset[3], - SMAATexture2D(depthTex)) { - float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex)); - float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z)); - float2 edges = step(SMAA_DEPTH_THRESHOLD, delta); - - if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; - - return edges; -} - -//----------------------------------------------------------------------------- -// Diagonal Search Functions - -#if !defined(SMAA_DISABLE_DIAG_DETECTION) - -/** - * Allows to decode two binary values from a bilinear-filtered access. - */ -float2 SMAADecodeDiagBilinearAccess(float2 e) { - // Bilinear access for fetching 'e' have a 0.25 offset, and we are - // interested in the R and G edges: - // - // +---G---+-------+ - // | x o R x | - // +-------+-------+ - // - // Then, if one of these edge is enabled: - // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0 - // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0 - // - // This function will unpack the values (mad + mul + round): - // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1 - e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75); - return round(e); -} - -float4 SMAADecodeDiagBilinearAccess(float4 e) { - e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75); - return round(e); -} - -/** - * These functions allows to perform diagonal pattern searches. - */ -float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { - float4 coord = float4(texcoord, -1.0, 1.0); - float3 t = float3(SMAA_RT_METRICS.xy, 1.0); - while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && - coord.w > 0.9) { - coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); - e = SMAASampleLevelZero(edgesTex, coord.xy).rg; - coord.w = dot(e, float2(0.5, 0.5)); - } - return coord.zw; -} - -float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) { - float4 coord = float4(texcoord, -1.0, 1.0); - coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization - float3 t = float3(SMAA_RT_METRICS.xy, 1.0); - while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) && - coord.w > 0.9) { - coord.xyz = mad(t, float3(dir, 1.0), coord.xyz); - - // @SearchDiag2Optimization - // Fetch both edges at once using bilinear filtering: - e = SMAASampleLevelZero(edgesTex, coord.xy).rg; - e = SMAADecodeDiagBilinearAccess(e); - - // Non-optimized version: - // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g; - // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r; - - coord.w = dot(e, float2(0.5, 0.5)); - } - return coord.zw; -} - -/** - * Similar to SMAAArea, this calculates the area corresponding to a certain - * diagonal distance and crossing edges 'e'. - */ -float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) { - float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist); - - // We do a scale and bias for mapping to texel space: - texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); - - // Diagonal areas are on the second half of the texture: - texcoord.x += 0.5; - - // Move to proper place, according to the subpixel offset: - texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset; - - // Do it! - return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); -} - -/** - * This searches for diagonal patterns and returns the corresponding weights. - */ -float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) { - float2 weights = float2(0.0, 0.0); - - // Search for the line ends: - float4 d; - float2 end; - if (e.r > 0.0) { - d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end); - d.x += float(end.y > 0.9); - } else - d.xz = float2(0.0, 0.0); - d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end); - - SMAA_BRANCH - if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 - // Fetch the crossing edges: - float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy); - float4 c; - c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg; - c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg; - c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw); - - // Non-optimized version: - // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); - // float4 c; - // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; - // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r; - // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g; - // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r; - - // Merge crossing edges at each side into a single value: - float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); - - // Remove the crossing edge if we didn't found the end of the line: - SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); - - // Fetch the areas for this line: - weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z); - } - - // Search for the line ends: - d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end); - if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) { - d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end); - d.y += float(end.y > 0.9); - } else - d.yw = float2(0.0, 0.0); - - SMAA_BRANCH - if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3 - // Fetch the crossing edges: - float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy); - float4 c; - c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g; - c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r; - c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr; - float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw); - - // Remove the crossing edge if we didn't found the end of the line: - SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0)); - - // Fetch the areas for this line: - weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr; - } - - return weights; -} -#endif - -//----------------------------------------------------------------------------- -// Horizontal/Vertical Search Functions - -/** - * This allows to determine how much length should we add in the last step - * of the searches. It takes the bilinearly interpolated edge (see - * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and - * crossing edges are active. - */ -float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) { - // The texture is flipped vertically, with left and right cases taking half - // of the space horizontally: - float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0); - float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0); - - // Scale and bias to access texel centers: - scale += float2(-1.0, 1.0); - bias += float2( 0.5, -0.5); - - // Convert from pixel coordinates to texcoords: - // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped) - scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; - bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE; - - // Lookup the search texture: - return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias))); -} - -/** - * Horizontal/vertical search functions for the 2nd pass. - */ -float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { - /** - * @PSEUDO_GATHER4 - * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to - * sample between edge, thus fetching four edges in a row. - * Sampling with different offsets in each direction allows to disambiguate - * which edges are active from the four fetched ones. - */ - float2 e = float2(0.0, 1.0); - while (texcoord.x > end && - e.g > 0.8281 && // Is there some edge not activated? - e.r == 0.0) { // Or is there a crossing edge that breaks the line? - e = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); - } - - float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25); - return mad(SMAA_RT_METRICS.x, offset, texcoord.x); - - // Non-optimized version: - // We correct the previous (-0.25, -0.125) offset we applied: - // texcoord.x += 0.25 * SMAA_RT_METRICS.x; - - // The searches are bias by 1, so adjust the coords accordingly: - // texcoord.x += SMAA_RT_METRICS.x; - - // Disambiguate the length added by the last step: - // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step - // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0); - // return mad(SMAA_RT_METRICS.x, offset, texcoord.x); -} - -float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { - float2 e = float2(0.0, 1.0); - while (texcoord.x < end && - e.g > 0.8281 && // Is there some edge not activated? - e.r == 0.0) { // Or is there a crossing edge that breaks the line? - e = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord); - } - float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25); - return mad(-SMAA_RT_METRICS.x, offset, texcoord.x); -} - -float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { - float2 e = float2(1.0, 0.0); - while (texcoord.y > end && - e.r > 0.8281 && // Is there some edge not activated? - e.g == 0.0) { // Or is there a crossing edge that breaks the line? - e = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); - } - float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25); - return mad(SMAA_RT_METRICS.y, offset, texcoord.y); -} - -float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { - float2 e = float2(1.0, 0.0); - while (texcoord.y < end && - e.r > 0.8281 && // Is there some edge not activated? - e.g == 0.0) { // Or is there a crossing edge that breaks the line? - e = SMAASampleLevelZero(edgesTex, texcoord).rg; - texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord); - } - float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25); - return mad(-SMAA_RT_METRICS.y, offset, texcoord.y); -} - -/** - * Ok, we have the distance and both crossing edges. So, what are the areas - * at each side of current edge? - */ -float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) { - // Rounding prevents precision errors of bilinear filtering: - float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist); - - // We do a scale and bias for mapping to texel space: - texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); - - // Move to proper place, according to the subpixel offset: - texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y); - - // Do it! - return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord)); -} - -//----------------------------------------------------------------------------- -// Corner Detection Functions - -void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) { - #if !defined(SMAA_DISABLE_CORNER_DETECTION) - float2 leftRight = step(d.xy, d.yx); - float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; - - rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line. - - float2 factor = float2(1.0, 1.0); - factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r; - factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r; - factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r; - factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r; - - weights *= saturate(factor); - #endif -} - -void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) { - #if !defined(SMAA_DISABLE_CORNER_DETECTION) - float2 leftRight = step(d.xy, d.yx); - float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight; - - rounding /= leftRight.x + leftRight.y; - - float2 factor = float2(1.0, 1.0); - factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g; - factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g; - factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g; - factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g; - - weights *= saturate(factor); - #endif -} - -//----------------------------------------------------------------------------- -// Blending Weight Calculation Pixel Shader (Second Pass) - -float4 SMAABlendingWeightCalculationPS(float2 texcoord, - float2 pixcoord, - float4 offset[3], - SMAATexture2D(edgesTex), - SMAATexture2D(areaTex), - SMAATexture2D(searchTex), - float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES. - float4 weights = float4(0.0, 0.0, 0.0, 0.0); - - float2 e = SMAASample(edgesTex, texcoord).rg; - - SMAA_BRANCH - if (e.g > 0.0) { // Edge at north - #if !defined(SMAA_DISABLE_DIAG_DETECTION) - // Diagonals have both north and west edges, so searching for them in - // one of the boundaries is enough. - weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices); - - // We give priority to diagonals, so if we find a diagonal we skip - // horizontal/vertical processing. - SMAA_BRANCH - if (weights.r == -weights.g) { // weights.r + weights.g == 0.0 - #endif - - float2 d; - - // Find the distance to the left: - float3 coords; - coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x); - coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET) - d.x = coords.x; - - // Now fetch the left crossing edges, two at a time using bilinear - // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to - // discern what value each edge has: - float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r; - - // Find the distance to the right: - coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y); - d.y = coords.z; - - // We want the distances to be in pixel units (doing this here allow to - // better interleave arithmetic and memory accesses): - d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx))); - - // SMAAArea below needs a sqrt, as the areas texture is compressed - // quadratically: - float2 sqrt_d = sqrt(d); - - // Fetch the right crossing edges: - float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r; - - // Ok, we know how this pattern looks like, now it is time for getting - // the actual area: - weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y); - - // Fix corners: - coords.y = texcoord.y; - SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d); - - #if !defined(SMAA_DISABLE_DIAG_DETECTION) - } else - e.r = 0.0; // Skip vertical processing. - #endif - } - - SMAA_BRANCH - if (e.r > 0.0) { // Edge at west - float2 d; - - // Find the distance to the top: - float3 coords; - coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z); - coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x; - d.x = coords.y; - - // Fetch the top crossing edges: - float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g; - - // Find the distance to the bottom: - coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w); - d.y = coords.z; - - // We want the distances to be in pixel units: - d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy))); - - // SMAAArea below needs a sqrt, as the areas texture is compressed - // quadratically: - float2 sqrt_d = sqrt(d); - - // Fetch the bottom crossing edges: - float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g; - - // Get the area for this direction: - weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x); - - // Fix corners: - coords.x = texcoord.x; - SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d); - } - - return weights; -} - -//----------------------------------------------------------------------------- -// Neighborhood Blending Pixel Shader (Third Pass) - -float4 SMAANeighborhoodBlendingPS(float2 texcoord, - float4 offset, - SMAATexture2D(colorTex), - SMAATexture2D(blendTex) - #if SMAA_REPROJECTION - , SMAATexture2D(velocityTex) - #endif - ) { - // Fetch the blending weights for current pixel: - float4 a; - a.x = SMAASample(blendTex, offset.xy).a; // Right - a.y = SMAASample(blendTex, offset.zw).g; // Top - a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left - - // Is there any blending weight with a value greater than 0.0? - SMAA_BRANCH - if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) { - float4 color = SMAASampleLevelZero(colorTex, texcoord); - - #if SMAA_REPROJECTION - float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord)); - - // Pack velocity into the alpha channel: - color.a = sqrt(5.0 * length(velocity)); - #endif - - return color; - } else { - bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) - - // Calculate the blending offsets: - float4 blendingOffset = float4(0.0, a.y, 0.0, a.w); - float2 blendingWeight = a.yw; - SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0)); - SMAAMovc(bool2(h, h), blendingWeight, a.xz); - blendingWeight /= dot(blendingWeight, float2(1.0, 1.0)); - - // Calculate the texture coordinates: - float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy); - - // We exploit bilinear filtering to mix current pixel with the chosen - // neighbor: - float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy); - color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw); - - #if SMAA_REPROJECTION - // Antialias velocity for proper reprojection in a later stage: - float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy)); - velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw)); - - // Pack velocity into the alpha channel: - color.a = sqrt(5.0 * length(velocity)); - #endif - - return color; - } -} - -//----------------------------------------------------------------------------- -// Temporal Resolve Pixel Shader (Optional Pass) - -float4 SMAAResolvePS(float2 texcoord, - SMAATexture2D(currentColorTex), - SMAATexture2D(previousColorTex) - #if SMAA_REPROJECTION - , SMAATexture2D(velocityTex) - #endif - ) { - #if SMAA_REPROJECTION - // Velocity is assumed to be calculated for motion blur, so we need to - // inverse it for reprojection: - float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg); - - // Fetch current pixel: - float4 current = SMAASamplePoint(currentColorTex, texcoord); - - // Reproject current coordinates and fetch previous pixel: - float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity); - - // Attenuate the previous pixel if the velocity is different: - float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0; - float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE); - - // Blend the pixels according to the calculated weight: - return lerp(current, previous, weight); - #else - // Just blend the pixels: - float4 current = SMAASamplePoint(currentColorTex, texcoord); - float4 previous = SMAASamplePoint(previousColorTex, texcoord); - return lerp(current, previous, 0.5); - #endif -} - -//----------------------------------------------------------------------------- -// Separate Multisamples Pixel Shader (Optional Pass) - -#ifdef SMAALoad -void SMAASeparatePS(float4 position, - float2 texcoord, - out float4 target0, - out float4 target1, - SMAATexture2DMS2(colorTexMS)) { - int2 pos = int2(position.xy); - target0 = SMAALoad(colorTexMS, pos, 0); - target1 = SMAALoad(colorTexMS, pos, 1); -} -#endif - -//----------------------------------------------------------------------------- diff --git a/anti-aliasing/shaders/smaa/smaa-pass0.slang b/anti-aliasing/shaders/smaa/smaa-pass0.slang index 4efdc5a..0fbab2a 100644 --- a/anti-aliasing/shaders/smaa/smaa-pass0.slang +++ b/anti-aliasing/shaders/smaa/smaa-pass0.slang @@ -1,9 +1,14 @@ #version 450 +// SPDX-License-Identifier: Unlicense #pragma name SMAA_Pass0 //----------------------------------------------------------------------------- // Edge Detection Shaders (First Pass) -#pragma parameter SMAA_EDT "SMAA Edge Detection: Luma | Color" 0.0 0.0 1.0 1.0 +#pragma parameter SMAA_EDT "SMAA Edge Detection: Luma | Color" 1.0 0.0 1.0 1.0 +#pragma parameter SMAA_THRESHOLD "SMAA Threshold" 0.05 0.01 0.5 0.01 +#pragma parameter SMAA_MAX_SEARCH_STEPS "SMAA Max Search Steps" 32.0 4.0 112.0 1.0 +#pragma parameter SMAA_MAX_SEARCH_STEPS_DIAG "SMAA Max Search Steps Diagonal" 16.0 4.0 20.0 1.0 +#pragma parameter SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR "SMAA Local Contrast Adapt. Factor" 2.0 1.0 4.0 0.1 layout(push_constant) uniform Push { vec4 SourceSize; @@ -11,6 +16,10 @@ layout(push_constant) uniform Push { vec4 OutputSize; uint FrameCount; float SMAA_EDT; + float SMAA_THRESHOLD; + float SMAA_MAX_SEARCH_STEPS; + float SMAA_MAX_SEARCH_STEPS_DIAG; + float SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR; } params; layout(std140, set = 0, binding = 0) uniform UBO { @@ -19,8 +28,15 @@ layout(std140, set = 0, binding = 0) uniform UBO { #define SMAA_RT_METRICS vec4(params.SourceSize.z, params.SourceSize.w, params.SourceSize.x, params.SourceSize.y) #define SMAA_GLSL_4 -#define SMAA_INCLUDE_PS 0 -#include "SMAA.hlsl" + +float THRESHOLD = params.SMAA_THRESHOLD; +float MAX_SEARCH_STEPS = params.SMAA_MAX_SEARCH_STEPS; +float MAX_SEARCH_STEPS_DIAG = params.SMAA_MAX_SEARCH_STEPS_DIAG; +float LOCAL_CONTRAST_ADAPTATION_FACTOR = params.SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR; +#define SMAA_THRESHOLD THRESHOLD +#define SMAA_MAX_SEARCH_STEPS MAX_SEARCH_STEPS +#define SMAA_MAX_SEARCH_STEPS_DIAG MAX_SEARCH_STEPS_DIAG +#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR LOCAL_CONTRAST_ADAPTATION_FACTOR #pragma stage vertex layout(location = 0) in vec4 Position; @@ -28,6 +44,9 @@ layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec4 offset[3]; +#define SMAA_INCLUDE_PS 0 +#include "SMAA.hlsl" + void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; @@ -40,7 +59,8 @@ layout(location = 1) in vec4 offset[3]; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -#include "SMAA.frag" +#define SMAA_INCLUDE_VS 0 +#include "SMAA.hlsl" void main() { if (params.SMAA_EDT == 0.0) { diff --git a/anti-aliasing/shaders/smaa/smaa-pass1.slang b/anti-aliasing/shaders/smaa/smaa-pass1.slang index 3508492..8322279 100644 --- a/anti-aliasing/shaders/smaa/smaa-pass1.slang +++ b/anti-aliasing/shaders/smaa/smaa-pass1.slang @@ -1,13 +1,23 @@ #version 450 +// SPDX-License-Identifier: Unlicense #pragma name SMAA_Pass1 //----------------------------------------------------------------------------- // Blending Weight Calculation Shader (Second Pass) +#pragma parameter SMAA_THRESHOLD "SMAA Threshold" 0.05 0.01 0.5 0.01 +#pragma parameter SMAA_MAX_SEARCH_STEPS "SMAA Max Search Steps" 32.0 4.0 112.0 1.0 +#pragma parameter SMAA_MAX_SEARCH_STEPS_DIAG "SMAA Max Search Steps Diagonal" 16.0 4.0 20.0 1.0 +#pragma parameter SMAA_CORNER_ROUNDING "SMAA Corner Rounding" 25.0 0.0 100.0 1.0 + layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; + float SMAA_THRESHOLD; + float SMAA_MAX_SEARCH_STEPS; + float SMAA_MAX_SEARCH_STEPS_DIAG; + float SMAA_CORNER_ROUNDING; } params; layout(std140, set = 0, binding = 0) uniform UBO { @@ -16,8 +26,15 @@ layout(std140, set = 0, binding = 0) uniform UBO { #define SMAA_RT_METRICS vec4(params.SourceSize.z, params.SourceSize.w, params.SourceSize.x, params.SourceSize.y) #define SMAA_GLSL_4 -#define SMAA_INCLUDE_PS 0 -#include "SMAA.hlsl" + +float THRESHOLD = params.SMAA_THRESHOLD; +float MAX_SEARCH_STEPS = params.SMAA_MAX_SEARCH_STEPS; +float MAX_SEARCH_STEPS_DIAG = params.SMAA_MAX_SEARCH_STEPS_DIAG; +float CORNER_ROUNDING = params.SMAA_CORNER_ROUNDING; +#define SMAA_THRESHOLD THRESHOLD +#define SMAA_MAX_SEARCH_STEPS MAX_SEARCH_STEPS +#define SMAA_MAX_SEARCH_STEPS_DIAG MAX_SEARCH_STEPS_DIAG +#define SMAA_CORNER_ROUNDING CORNER_ROUNDING #pragma stage vertex layout(location = 0) in vec4 Position; @@ -26,6 +43,9 @@ layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 pixcoord; layout(location = 2) out vec4 offset[3]; +#define SMAA_INCLUDE_PS 0 +#include "SMAA.hlsl" + void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; @@ -41,7 +61,8 @@ layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D areaTex; layout(set = 0, binding = 4) uniform sampler2D searchTex; -#include "SMAA.frag" +#define SMAA_INCLUDE_VS 0 +#include "SMAA.hlsl" void main() { vec4 subsampleIndices = vec4(0.0); diff --git a/anti-aliasing/shaders/smaa/smaa-pass2.slang b/anti-aliasing/shaders/smaa/smaa-pass2.slang index 556b062..8ecd0ec 100644 --- a/anti-aliasing/shaders/smaa/smaa-pass2.slang +++ b/anti-aliasing/shaders/smaa/smaa-pass2.slang @@ -1,4 +1,5 @@ #version 450 +// SPDX-License-Identifier: Unlicense #pragma name SMAA_Pass2 //----------------------------------------------------------------------------- // Neighborhood Blending Shader (Third Pass) @@ -16,8 +17,6 @@ layout(std140, set = 0, binding = 0) uniform UBO { #define SMAA_RT_METRICS vec4(params.SourceSize.z, params.SourceSize.w, params.SourceSize.x, params.SourceSize.y) #define SMAA_GLSL_4 -#define SMAA_INCLUDE_PS 0 -#include "SMAA.hlsl" #pragma stage vertex layout(location = 0) in vec4 Position; @@ -25,6 +24,9 @@ layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec4 offset; +#define SMAA_INCLUDE_PS 0 +#include "SMAA.hlsl" + void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; @@ -38,7 +40,8 @@ layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D SMAA_Input; -#include "SMAA.frag" +#define SMAA_INCLUDE_VS 0 +#include "SMAA.hlsl" void main() { FragColor = SMAANeighborhoodBlendingPS(vTexCoord, offset, SMAA_Input, Source); diff --git a/anti-aliasing/smaa+sharpen.slangp b/anti-aliasing/smaa+sharpen.slangp index 31d82f4..18297c6 100644 --- a/anti-aliasing/smaa+sharpen.slangp +++ b/anti-aliasing/smaa+sharpen.slangp @@ -30,8 +30,13 @@ filter_linear4 = false scale_type4 = source scale4 = 1.0 -parameters = "SMAA_EDT;SHARPEN;CONTR;DETAILS" +parameters = "SMAA_EDT;SMAA_THRESHOLD;SMAA_MAX_SEARCH_STEPS;SMAA_MAX_SEARCH_STEPS_DIAG;SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR;SMAA_CORNER_ROUNDING;SHARPEN;CONTR;DETAILS" SMAA_EDT = 1.0 +SMAA_THRESHOLD = 0.05 +SMAA_MAX_SEARCH_STEPS = 40 +SMAA_MAX_SEARCH_STEPS_DIAG = 20 +SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR = 2.5 +SMAA_CORNER_ROUNDING = 50.0 SHARPEN = 0.9 -CONTR = 0.01 +CONTR = 0.0 DETAILS = 0.2 diff --git a/anti-aliasing/smaa.slangp b/anti-aliasing/smaa.slangp index 5163548..f8c5479 100644 --- a/anti-aliasing/smaa.slangp +++ b/anti-aliasing/smaa.slangp @@ -25,5 +25,10 @@ textures = "areaTex;searchTex" areaTex = shaders/smaa/AreaTex.png searchTex = shaders/smaa/SearchTex.png -parameters = "SMAA_EDT" -SMAA_EDT = 0.0 +parameters = "SMAA_EDT;SMAA_THRESHOLD;SMAA_MAX_SEARCH_STEPS;SMAA_MAX_SEARCH_STEPS_DIAG;SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR;SMAA_CORNER_ROUNDING" +SMAA_EDT = 1.0 +SMAA_THRESHOLD = 0.05 +SMAA_MAX_SEARCH_STEPS = 32 +SMAA_MAX_SEARCH_STEPS_DIAG = 16 +SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR = 2.0 +SMAA_CORNER_ROUNDING = 25.0 diff --git a/fsr/fsr.slangp b/fsr/fsr.slangp index d72a9a8..dcbce21 100644 --- a/fsr/fsr.slangp +++ b/fsr/fsr.slangp @@ -10,6 +10,8 @@ filter_linear1 = true scale_type1 = source scale1 = 1.0 -parameters = "FSR_SHARPENING;FSR_FILMGRAIN" +parameters = "FSR_SHARPENING;FSR_FILMGRAIN;FSR_GRAINCOLOR;FSR_GRAINPDF" FSR_SHARPENING = 0.3 -FSR_FILMGRAIN = 0.10 +FSR_FILMGRAIN = 0.3 +FSR_GRAINCOLOR = 1.0 +FSR_GRAINPDF = 0.3 diff --git a/fsr/shaders/fsr-pass0.slang b/fsr/shaders/fsr-pass0.slang index 6abf481..b0028ba 100644 --- a/fsr/shaders/fsr-pass0.slang +++ b/fsr/shaders/fsr-pass0.slang @@ -1,4 +1,5 @@ #version 450 +// SPDX-License-Identifier: Unlicense #pragma name FSR_EASU // FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING @@ -40,15 +41,9 @@ layout(set = 0, binding = 2) uniform sampler2D Source; #define FSR_EASU_F 1 AU4 con0, con1, con2, con3; -AF4 FsrEasuRF(AF2 p) { - return textureGather(Source, p, 0); -} -AF4 FsrEasuGF(AF2 p) { - return textureGather(Source, p, 1); -} -AF4 FsrEasuBF(AF2 p) { - return textureGather(Source, p, 2); -} +AF4 FsrEasuRF(AF2 p) { return textureGather(Source, p, 0); } +AF4 FsrEasuGF(AF2 p) { return textureGather(Source, p, 1); } +AF4 FsrEasuBF(AF2 p) { return textureGather(Source, p, 2); } #include "ffx_fsr1.h" diff --git a/fsr/shaders/fsr-pass1.slang b/fsr/shaders/fsr-pass1.slang index 5574444..d9537ab 100644 --- a/fsr/shaders/fsr-pass1.slang +++ b/fsr/shaders/fsr-pass1.slang @@ -1,4 +1,5 @@ #version 450 +// SPDX-License-Identifier: Unlicense #pragma name FSR_RCAS // FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING @@ -8,7 +9,9 @@ // 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 +#pragma parameter FSR_FILMGRAIN "FSR LFGA Film Grain Intensity" 0.3 0.0 2.0 0.02 +#pragma parameter FSR_GRAINCOLOR "FSR LFGA Film Grain Color: Gray | RGB" 1.0 0.0 1.0 1.0 +#pragma parameter FSR_GRAINPDF "FSR LFGA Grain PDF Curve (0.5 = Triangular, Lower = Gaussian)" 0.3 0.1 0.5 0.05 layout(push_constant) uniform Push { vec4 SourceSize; @@ -17,6 +20,8 @@ layout(push_constant) uniform Push { uint FrameCount; float FSR_SHARPENING; float FSR_FILMGRAIN; + float FSR_GRAINCOLOR; + float FSR_GRAINPDF; } params; layout(std140, set = 0, binding = 0) uniform UBO { @@ -45,14 +50,31 @@ layout(set = 0, binding = 2) uniform sampler2D Source; #define FSR_RCAS_F 1 AU4 con0; -AF4 FsrRcasLoadF(ASU2 p) { - return AF4(texelFetch(Source, ASU2(p), 0)); -} - +AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(Source, p, 0)); } void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} #include "ffx_fsr1.h" +// prng: A simple but effective pseudo-random number generator [0;1[ +float prng(vec2 uv, float time) { + return fract(sin(dot(uv + fract(time), vec2(12.9898, 78.233))) * 43758.5453); +} + +// pdf: [-0.5;0.5[ +// Removes noise modulation effect by reshaping the uniform/rectangular noise +// distribution (RPDF) into a Triangular (TPDF) or Gaussian Probability Density +// Function (GPDF). +// shape = 1.0: Rectangular +// shape = 0.5: Triangular +// shape < 0.5: Gaussian (0.2~0.4) +float pdf(float noise, float shape) { + float orig = noise * 2.0 - 1.0; + noise = pow(abs(orig), shape); + noise *= sign(orig); + noise -= sign(orig); + return noise * 0.5; +} + void main() { FsrRcasCon(con0, params.FSR_SHARPENING); @@ -62,8 +84,17 @@ void main() { // 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); + if (params.FSR_GRAINCOLOR == 0.0) { + float noise = pdf(prng(vTexCoord, params.FrameCount * 0.11), params.FSR_GRAINPDF); + FsrLfgaF(Gamma2Color, vec3(noise), params.FSR_FILMGRAIN); + } else { + vec3 rgbNoise = vec3( + pdf(prng(vTexCoord, params.FrameCount * 0.11), params.FSR_GRAINPDF), + pdf(prng(vTexCoord, params.FrameCount * 0.13), params.FSR_GRAINPDF), + pdf(prng(vTexCoord, params.FrameCount * 0.17), params.FSR_GRAINPDF) + ); + FsrLfgaF(Gamma2Color, rgbNoise, params.FSR_FILMGRAIN); + } } FragColor = vec4(Gamma2Color, 1.0); diff --git a/fsr/smaa+fsr.slangp b/fsr/smaa+fsr.slangp index 6eef148..ab33689 100644 --- a/fsr/smaa+fsr.slangp +++ b/fsr/smaa+fsr.slangp @@ -35,7 +35,14 @@ filter_linear5 = true scale_type5 = source scale5 = 1.0 -parameters = "SMAA_EDT;FSR_SHARPENING;FSR_FILMGRAIN" +parameters = "SMAA_EDT;SMAA_THRESHOLD;SMAA_MAX_SEARCH_STEPS;SMAA_MAX_SEARCH_STEPS_DIAG;SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR;SMAA_CORNER_ROUNDING;FSR_SHARPENING;FSR_FILMGRAIN;FSR_GRAINCOLOR;FSR_GRAINPDF" SMAA_EDT = 1.0 +SMAA_THRESHOLD = 0.05 +SMAA_MAX_SEARCH_STEPS = 40 +SMAA_MAX_SEARCH_STEPS_DIAG = 20 +SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR = 2.5 +SMAA_CORNER_ROUNDING = 50.0 FSR_SHARPENING = 0.1 -FSR_FILMGRAIN = 0.12 +FSR_FILMGRAIN = 0.3 +FSR_GRAINCOLOR = 1.0 +FSR_GRAINPDF = 0.3