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