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Merge pull request #201 from bacondither/fsr-update1
Update FSR and add EASU upscaling only preset
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commit
ad7d2f32a0
7
fsr/fsr-easu.slangp
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7
fsr/fsr-easu.slangp
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@ -0,0 +1,7 @@
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shaders = 1
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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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wrap_mode0 = clamp_to_edge
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@ -4,11 +4,13 @@ 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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wrap_mode0 = clamp_to_edge
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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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wrap_mode1 = clamp_to_edge
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parameters = "FSR_SHARPENING;FSR_FILMGRAIN;FSR_GRAINCOLOR;FSR_GRAINPDF"
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FSR_SHARPENING = 0.3
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@ -747,12 +747,12 @@ AF1 sharpness){
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// Immediate constants for peak range.
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AF2 peakC=AF2(1.0,-1.0*4.0);
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// Limiters, these need to be high precision RCPs.
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AF1 hitMinR=mn4R*ARcpF1(AF1_(4.0)*mx4R);
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AF1 hitMinG=mn4G*ARcpF1(AF1_(4.0)*mx4G);
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AF1 hitMinB=mn4B*ARcpF1(AF1_(4.0)*mx4B);
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AF1 hitMaxR=(peakC.x-mx4R)*ARcpF1(AF1_(4.0)*mn4R+peakC.y);
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AF1 hitMaxG=(peakC.x-mx4G)*ARcpF1(AF1_(4.0)*mn4G+peakC.y);
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AF1 hitMaxB=(peakC.x-mx4B)*ARcpF1(AF1_(4.0)*mn4B+peakC.y);
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AF1 hitMinR=min(mn4R,eR)*ARcpF1(AF1_(4.0)*mx4R);
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AF1 hitMinG=min(mn4G,eG)*ARcpF1(AF1_(4.0)*mx4G);
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AF1 hitMinB=min(mn4B,eB)*ARcpF1(AF1_(4.0)*mx4B);
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AF1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpF1(AF1_(4.0)*mn4R+peakC.y);
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AF1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpF1(AF1_(4.0)*mn4G+peakC.y);
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AF1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpF1(AF1_(4.0)*mn4B+peakC.y);
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AF1 lobeR=max(-hitMinR,hitMaxR);
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AF1 lobeG=max(-hitMinG,hitMaxG);
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AF1 lobeB=max(-hitMinB,hitMaxB);
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@ -845,12 +845,12 @@ AF1 sharpness){
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// Immediate constants for peak range.
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AH2 peakC=AH2(1.0,-1.0*4.0);
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// Limiters, these need to be high precision RCPs.
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AH1 hitMinR=mn4R*ARcpH1(AH1_(4.0)*mx4R);
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AH1 hitMinG=mn4G*ARcpH1(AH1_(4.0)*mx4G);
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AH1 hitMinB=mn4B*ARcpH1(AH1_(4.0)*mx4B);
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AH1 hitMaxR=(peakC.x-mx4R)*ARcpH1(AH1_(4.0)*mn4R+peakC.y);
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AH1 hitMaxG=(peakC.x-mx4G)*ARcpH1(AH1_(4.0)*mn4G+peakC.y);
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AH1 hitMaxB=(peakC.x-mx4B)*ARcpH1(AH1_(4.0)*mn4B+peakC.y);
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AH1 hitMinR=min(mn4R,eR)*ARcpH1(AH1_(4.0)*mx4R);
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AH1 hitMinG=min(mn4G,eG)*ARcpH1(AH1_(4.0)*mx4G);
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AH1 hitMinB=min(mn4B,eB)*ARcpH1(AH1_(4.0)*mx4B);
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AH1 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH1(AH1_(4.0)*mn4R+peakC.y);
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AH1 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH1(AH1_(4.0)*mn4G+peakC.y);
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AH1 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH1(AH1_(4.0)*mn4B+peakC.y);
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AH1 lobeR=max(-hitMinR,hitMaxR);
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AH1 lobeG=max(-hitMinG,hitMaxG);
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AH1 lobeB=max(-hitMinB,hitMaxB);
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@ -963,12 +963,12 @@ AF1 sharpness){
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// Immediate constants for peak range.
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AH2 peakC=AH2(1.0,-1.0*4.0);
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// Limiters, these need to be high precision RCPs.
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AH2 hitMinR=mn4R*ARcpH2(AH2_(4.0)*mx4R);
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AH2 hitMinG=mn4G*ARcpH2(AH2_(4.0)*mx4G);
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AH2 hitMinB=mn4B*ARcpH2(AH2_(4.0)*mx4B);
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AH2 hitMaxR=(peakC.x-mx4R)*ARcpH2(AH2_(4.0)*mn4R+peakC.y);
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AH2 hitMaxG=(peakC.x-mx4G)*ARcpH2(AH2_(4.0)*mn4G+peakC.y);
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AH2 hitMaxB=(peakC.x-mx4B)*ARcpH2(AH2_(4.0)*mn4B+peakC.y);
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AH2 hitMinR=min(mn4R,eR)*ARcpH2(AH2_(4.0)*mx4R);
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AH2 hitMinG=min(mn4G,eG)*ARcpH2(AH2_(4.0)*mx4G);
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AH2 hitMinB=min(mn4B,eB)*ARcpH2(AH2_(4.0)*mx4B);
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AH2 hitMaxR=(peakC.x-max(mx4R,eR))*ARcpH2(AH2_(4.0)*mn4R+peakC.y);
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AH2 hitMaxG=(peakC.x-max(mx4G,eG))*ARcpH2(AH2_(4.0)*mn4G+peakC.y);
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AH2 hitMaxB=(peakC.x-max(mx4B,eB))*ARcpH2(AH2_(4.0)*mn4B+peakC.y);
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AH2 lobeR=max(-hitMinR,hitMaxR);
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AH2 lobeG=max(-hitMinG,hitMaxG);
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AH2 lobeB=max(-hitMinB,hitMaxB);
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@ -29,11 +29,13 @@ 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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wrap_mode4 = clamp_to_edge
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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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wrap_mode5 = clamp_to_edge
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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"
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SMAA_EDT = 1.0
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