mirror of
https://github.com/italicsjenga/slang-shaders.git
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8524a42da5
* update crt-guest, add advanced * re-add some prematurely deleted GDV passes * fix ntsc res behavior * disable field-merging on 2-phase to allow MD rainbow artifacting * remove unused function
86 lines
2.4 KiB
Plaintext
86 lines
2.4 KiB
Plaintext
#version 450
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/*
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Fast Sharpen Shader (Custom)
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Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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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 SHARPEN, CONTR, DETAILS;
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} params;
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#pragma parameter SHARPEN "Sharpen strength" 0.00 0.0 4.00 0.10
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#pragma parameter CONTR "Ammount of sharpening" 0.05 0.0 0.25 0.01
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#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05
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#define SHARPEN params.SHARPEN
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#define CONTR params.CONTR
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#define DETAILS params.DETAILS
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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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#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 g01 = vec2(-1.0, 0.0)*params.SourceSize.zw;
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vec2 g21 = vec2( 1.0, 0.0)*params.SourceSize.zw;
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vec3 c01 = texture(Source, vTexCoord + g01).rgb;
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vec3 c21 = texture(Source, vTexCoord + g21).rgb;
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vec3 c11 = texture(Source, vTexCoord ).rgb;
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vec3 b11 = 0.5*(c01+c21);
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float contrast = max(max(c11.r,c11.g),c11.b);
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contrast = mix(2.0*CONTR, CONTR, contrast);
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vec3 mn1 = min(c01,c21); mn1 = min(mn1,c11*(1.0-contrast));
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vec3 mx1 = max(c01,c21); mx1 = max(mx1,c11*(1.0+contrast));
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vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
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vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif);
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c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1);
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FragColor = vec4(c11,1.0);
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}
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