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https://github.com/italicsjenga/slang-shaders.git
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add adaptive-sharpen
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@ -1,4 +1,4 @@
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shaders = 1
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shaders = 2
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shader0 = shaders/aa-shader-4.0.slang
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filter_linear0 = false
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@ -7,4 +7,4 @@ scale0 = 1.0
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shader1 = ../sharpen/shaders/adaptive-sharpen.slang
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filter_linear1 = false
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scale_type_1 = source
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scale_type1 = source
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5
sharpen/adaptive-sharpen.slangp
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5
sharpen/adaptive-sharpen.slangp
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shaders = 1
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shader0 = shaders/adaptive-sharpen.slang
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filter_linear0 = false
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scale_type0 = source
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224
sharpen/shaders/adaptive-sharpen.slang
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224
sharpen/shaders/adaptive-sharpen.slang
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#version 450
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layout(push_constant) uniform Push
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{
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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 CURVE_HEIGHT;
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} params;
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#pragma parameter CURVE_HEIGHT "AS Sharpness" 0.8 0.1 2.0 0.1
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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// Copyright (c) 2015, bacondither
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// 1. Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer
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// in this position and unchanged.
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// 2. Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
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// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
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// Adaptive sharpen - version 2015-05-15 - (requires ps >= 3.0)
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// Tuned for use post resize, EXPECTS FULL RANGE GAMMA LIGHT
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#define VIDEO_LEVEL_OUT 0.0
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#define curve_height params.CURVE_HEIGHT // Main sharpening strength, POSITIVE VALUE ONLY!
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// 0.3 <-> 1.5 is a reasonable range of values
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#define video_level_out VIDEO_LEVEL_OUT // True to preserve BTB & WTW (minor summation error)
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// Normally it should be set to false
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// Defined values under this row are "optimal" DO NOT CHANGE IF YOU DO NOT KNOW WHAT YOU ARE DOING!
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#define curveslope (curve_height*1.5) // Sharpening curve slope, edge region
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#define D_overshoot 0.016 // Max dark overshoot before max compression
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#define D_comp_ratio 0.250 // Max compression ratio, dark overshoot (1/0.25=4x)
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#define L_overshoot 0.004 // Max light overshoot before max compression
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#define L_comp_ratio 0.167 // Max compression ratio, light overshoot (1/0.167=6x)
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#define max_scale_lim 10.0 // Abs change before max compression (1/10=±10%)
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// Colour to greyscale, fast approx gamma
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float CtG(vec3 RGB) { return sqrt( (1.0/3.0)*((RGB*RGB).r + (RGB*RGB).g + (RGB*RGB).b) ); }
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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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{
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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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void main()
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{
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vec2 tex = vTexCoord;
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float px = params.SourceSize.z;
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float py = params.SourceSize.w;
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// Get points and saturate out of range values (BTB & WTW)
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// [ c22 ]
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// [ c24, c9, c23 ]
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// [ c21, c1, c2, c3, c18 ]
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// [ c19, c10, c4, c0, c5, c11, c16 ]
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// [ c20, c6, c7, c8, c17 ]
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// [ c15, c12, c14 ]
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// [ c13 ]
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vec3 c19 = clamp( texture(Source, vTexCoord + vec2(-3*px, 0)).rgb, 0.0, 1.0);
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vec3 c21 = clamp( texture(Source, vTexCoord + vec2(-2*px, -py)).rgb, 0.0, 1.0);
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vec3 c10 = clamp( texture(Source, vTexCoord + vec2(-2*px, 0)).rgb, 0.0, 1.0);
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vec3 c20 = clamp( texture(Source, vTexCoord + vec2(-2*px, py)).rgb, 0.0, 1.0);
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vec3 c24 = clamp( texture(Source, vTexCoord + vec2( -px,-2*py)).rgb, 0.0, 1.0);
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vec3 c1 = clamp( texture(Source, vTexCoord + vec2( -px, -py)).rgb, 0.0, 1.0);
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vec3 c4 = clamp( texture(Source, vTexCoord + vec2( -px, 0)).rgb, 0.0, 1.0);
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vec3 c6 = clamp( texture(Source, vTexCoord + vec2( -px, py)).rgb, 0.0, 1.0);
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vec3 c15 = clamp( texture(Source, vTexCoord + vec2( -px, 2*py)).rgb, 0.0, 1.0);
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vec3 c22 = clamp( texture(Source, vTexCoord + vec2( 0, -3*py)).rgb, 0.0, 1.0);
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vec3 c9 = clamp( texture(Source, vTexCoord + vec2( 0, -2*py)).rgb, 0.0, 1.0);
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vec3 c2 = clamp( texture(Source, vTexCoord + vec2( 0, -py)).rgb, 0.0, 1.0);
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vec3 c0 = clamp( texture(Source, vTexCoord).rgb, 0.0, 1.0);
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vec3 c7 = clamp( texture(Source, vTexCoord + vec2( 0, py)).rgb, 0.0, 1.0);
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vec3 c12 = clamp( texture(Source, vTexCoord + vec2( 0, 2*py)).rgb, 0.0, 1.0);
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vec3 c13 = clamp( texture(Source, vTexCoord + vec2( 0, 3*py)).rgb, 0.0, 1.0);
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vec3 c23 = clamp( texture(Source, vTexCoord + vec2( px,-2*py)).rgb, 0.0, 1.0);
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vec3 c3 = clamp( texture(Source, vTexCoord + vec2( px, -py)).rgb, 0.0, 1.0);
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vec3 c5 = clamp( texture(Source, vTexCoord + vec2( px, 0)).rgb, 0.0, 1.0);
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vec3 c8 = clamp( texture(Source, vTexCoord + vec2( px, py)).rgb, 0.0, 1.0);
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vec3 c14 = clamp( texture(Source, vTexCoord + vec2( px, 2*py)).rgb, 0.0, 1.0);
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vec3 c18 = clamp( texture(Source, vTexCoord + vec2( 2*px, -py)).rgb, 0.0, 1.0);
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vec3 c11 = clamp( texture(Source, vTexCoord + vec2( 2*px, 0)).rgb, 0.0, 1.0);
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vec3 c17 = clamp( texture(Source, vTexCoord + vec2( 2*px, py)).rgb, 0.0, 1.0);
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vec3 c16 = clamp( texture(Source, vTexCoord + vec2( 3*px, 0)).rgb, 0.0, 1.0 );
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// Blur, gauss 3x3
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vec3 blur = (2*(c2 + c4 + c5 + c7) + (c1 + c3 + c6 +c8) + 4*c0)/16;
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float blur_Y = (blur.r*(1.0/3.0) + blur.g*(1.0/3.0) + blur.b*(1.0/3.0));
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// Edge detection
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// Matrix, relative weights
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// [ 1 ]
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// [ 4, 4, 4 ]
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// [ 1, 4, 4, 4, 1 ]
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// [ 4, 4, 4 ]
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// [ 1 ]
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float edge = length( abs(blur-c0) + abs(blur-c1) + abs(blur-c2) + abs(blur-c3)
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+ abs(blur-c4) + abs(blur-c5) + abs(blur-c6) + abs(blur-c7) + abs(blur-c8)
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+ 0.25*(abs(blur-c9) + abs(blur-c10) + abs(blur-c11) + abs(blur-c12)) )*(1.0/3.0);
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// Edge detect contrast compression, center = 0.5
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edge *= min((0.8+2.7*pow(2, (-7.4*blur_Y))), 3.2);
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// RGB to greyscale
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float c0_Y = CtG(c0);
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float kernel[25] = { c0_Y, CtG(c1), CtG(c2), CtG(c3), CtG(c4), CtG(c5), CtG(c6), CtG(c7), CtG(c8),
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CtG(c9), CtG(c10), CtG(c11), CtG(c12), CtG(c13), CtG(c14), CtG(c15), CtG(c16),
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CtG(c17), CtG(c18), CtG(c19), CtG(c20), CtG(c21), CtG(c22), CtG(c23), CtG(c24) };
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// Partial laplacian outer pixel weighting scheme
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float mdiff_c0 = 0.03 + 4*( abs(kernel[0]-kernel[2]) + abs(kernel[0]-kernel[4])
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+ abs(kernel[0]-kernel[5]) + abs(kernel[0]-kernel[7])
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+ 0.25*(abs(kernel[0]-kernel[1]) + abs(kernel[0]-kernel[3])
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+ abs(kernel[0]-kernel[6]) + abs(kernel[0]-kernel[8])) );
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float mdiff_c9 = ( abs(kernel[9]-kernel[2]) + abs(kernel[9]-kernel[24])
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+ abs(kernel[9]-kernel[23]) + abs(kernel[9]-kernel[22])
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+ 0.5*(abs(kernel[9]-kernel[1]) + abs(kernel[9]-kernel[3])) );
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float mdiff_c10 = ( abs(kernel[10]-kernel[20]) + abs(kernel[10]-kernel[19])
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+ abs(kernel[10]-kernel[21]) + abs(kernel[10]-kernel[4])
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+ 0.5*(abs(kernel[10]-kernel[1]) + abs(kernel[10]-kernel[6])) );
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float mdiff_c11 = ( abs(kernel[11]-kernel[17]) + abs(kernel[11]-kernel[5])
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+ abs(kernel[11]-kernel[18]) + abs(kernel[11]-kernel[16])
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+ 0.5*(abs(kernel[11]-kernel[3]) + abs(kernel[11]-kernel[8])) );
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float mdiff_c12 = ( abs(kernel[12]-kernel[13]) + abs(kernel[12]-kernel[15])
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+ abs(kernel[12]-kernel[7]) + abs(kernel[12]-kernel[14])
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+ 0.5*(abs(kernel[12]-kernel[6]) + abs(kernel[12]-kernel[8])) );
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vec4 weights = vec4( (min((mdiff_c0/mdiff_c9), 2.0)), (min((mdiff_c0/mdiff_c10),2.0)),
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(min((mdiff_c0/mdiff_c11),2.0)), (min((mdiff_c0/mdiff_c12),2.0)) );
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// Negative laplace matrix
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// Matrix, relative weights, *Varying 0<->8
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// [ 8* ]
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// [ 4, 1, 4 ]
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// [ 8*, 1, 1, 8* ]
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// [ 4, 1, 4 ]
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// [ 8* ]
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float neg_laplace = ( 0.25 * (kernel[2] + kernel[4] + kernel[5] + kernel[7])
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+ (kernel[1] + kernel[3] + kernel[6] + kernel[8])
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+ ((kernel[9]*weights.x) + (kernel[10]*weights.y)
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+ (kernel[11]*weights.z) + (kernel[12]*weights.w)) )
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/ (5 + weights.x + weights.y + weights.z + weights.w);
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// Compute sharpening magnitude function, x = edge mag, y = laplace operator mag
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float sharpen_val = 0.01 + (curve_height/(curveslope*pow(edge, 3.5) + 0.5))
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- (curve_height/(8192*pow((edge*2.2), 4.5) + 0.5));
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// Calculate sharpening diff and scale
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float sharpdiff = (c0_Y - neg_laplace)*(sharpen_val*0.8);
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// Calculate local near min & max, partial cocktail sort (No branching!)
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for (int i = 0; i < 2; ++i)
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{
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for (int i1 = 1+i; i1 < 25-i; ++i1)
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{
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float temp = kernel[i1-1];
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kernel[i1-1] = min(kernel[i1-1], kernel[i1]);
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kernel[i1] = max(temp, kernel[i1]);
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}
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for (int i2 = 23-i; i2 > i; --i2)
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{
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float temp = kernel[i2-1];
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kernel[i2-1] = min(kernel[i2-1], kernel[i2]);
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kernel[i2] = max(temp, kernel[i2]);
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}
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}
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float nmax = max(((kernel[23] + kernel[24])/2), c0_Y);
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float nmin = min(((kernel[0] + kernel[1])/2), c0_Y);
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// Calculate tanh scale factor, pos/neg
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float nmax_scale = max((1/((nmax - c0_Y) + L_overshoot)), max_scale_lim);
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float nmin_scale = max((1/((c0_Y - nmin) + D_overshoot)), max_scale_lim);
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// Soft limit sharpening with tanh, mix to control maximum compression
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sharpdiff = mix( (tanh((max(sharpdiff, 0.0))*nmax_scale)/nmax_scale), (max(sharpdiff, 0.0)), L_comp_ratio )
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+ mix( (tanh((min(sharpdiff, 0.0))*nmin_scale)/nmin_scale), (min(sharpdiff, 0.0)), D_comp_ratio );
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// if (video_level_out == 1.0) { texture(Source, vTexCoord) + sharpdiff; }
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FragColor = vec4(c0.rgbb + sharpdiff);
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}
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