#version 450 /* Fast Sharpen Shader Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SHARPEN, CONTR, DETAILS; } params; #pragma parameter SHARPEN "Sharpen strength" 1.00 0.0 2.00 0.05 #pragma parameter CONTR "Ammount of sharpening" 0.07 0.0 0.25 0.01 #pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05 #define SHARPEN params.SHARPEN #define CONTR params.CONTR #define DETAILS params.DETAILS layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec2 g10 = vec2( 0.3333,-1.0)*params.SourceSize.zw; vec2 g01 = vec2(-1.0,-0.3333)*params.SourceSize.zw; vec2 g12 = vec2(-0.3333, 1.0)*params.SourceSize.zw; vec2 g21 = vec2( 1.0, 0.3333)*params.SourceSize.zw; void main() { vec3 c10 = texture(Source, vTexCoord + g10).rgb; vec3 c01 = texture(Source, vTexCoord + g01).rgb; vec3 c21 = texture(Source, vTexCoord + g21).rgb; vec3 c12 = texture(Source, vTexCoord + g12).rgb; vec3 c11 = texture(Source, vTexCoord ).rgb; vec3 b11 = (c10+c01+c12+c21)*0.25; float contrast = max(max(c11.r,c11.g),c11.b); contrast = mix(2.0*CONTR, CONTR, contrast); vec3 mn1 = min(min(c10,c01),min(c12,c21)); mn1 = min(mn1,c11*(1.0-contrast)); vec3 mx1 = max(max(c10,c01),max(c12,c21)); mx1 = max(mx1,c11*(1.0+contrast)); vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75)); vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif); c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1); FragColor = vec4(c11,1.0); }