mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
272 lines
9.5 KiB
Plaintext
272 lines
9.5 KiB
Plaintext
#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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} params;
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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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/**
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* @license
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* Copyright (c) 2011 NVIDIA Corporation. All rights reserved.
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*
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* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
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* OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR
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* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
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* OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY
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* OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE,
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* EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
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*/
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/*
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FXAA_PRESET - Choose compile-in knob preset 0-5.
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------------------------------------------------------------------------------
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FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required
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to apply algorithm.
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1.0/3.0 - too little
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1.0/4.0 - good start
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1.0/8.0 - applies to more edges
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1.0/16.0 - overkill
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------------------------------------------------------------------------------
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FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
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Perf optimization.
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1.0/32.0 - visible limit (smaller isn't visible)
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1.0/16.0 - good compromise
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1.0/12.0 - upper limit (seeing artifacts)
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------------------------------------------------------------------------------
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FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
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------------------------------------------------------------------------------
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FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
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1.0/4.0 - seems to be the best quality wise
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------------------------------------------------------------------------------
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FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
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1.0/2.0 - low removal
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1.0/3.0 - medium removal
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1.0/4.0 - default removal
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1.0/8.0 - high removal
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0.0 - complete removal
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------------------------------------------------------------------------------
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FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
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This is important for the transition of sub-pixel detail,
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like fences and wires.
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3.0/4.0 - default (medium amount of filtering)
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7.0/8.0 - high amount of filtering
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1.0 - no capping of sub-pixel aliasing removal
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*/
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#ifndef FXAA_PRESET
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#define FXAA_PRESET 5
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#endif
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#if (FXAA_PRESET == 3)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
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#define FXAA_SEARCH_STEPS 16
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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#if (FXAA_PRESET == 4)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
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#define FXAA_SEARCH_STEPS 24
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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#if (FXAA_PRESET == 5)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
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#define FXAA_SEARCH_STEPS 32
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
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// Return the luma, the estimation of luminance from rgb inputs.
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// This approximates luma using one FMA instruction,
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// skipping normalization and tossing out blue.
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// FxaaLuma() will range 0.0 to 2.963210702.
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float FxaaLuma(vec3 rgb) {
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return rgb.y * (0.587/0.299) + rgb.x;
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}
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vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA) {
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return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b);
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}
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vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame) {
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float x = pos.x + float(off.x) * rcpFrame.x;
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float y = pos.y + float(off.y) * rcpFrame.y;
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return texture(tex, vec2(x, y));
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}
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// pos is the output of FxaaVertexShader interpolated across screen.
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// xy -> actual texture position {0.0 to 1.0}
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// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight}
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vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame)
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{
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vec3 rgbN = FxaaTexOff(tex, pos.xy, ivec2( 0,-1), rcpFrame).xyz;
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vec3 rgbW = FxaaTexOff(tex, pos.xy, ivec2(-1, 0), rcpFrame).xyz;
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vec3 rgbM = FxaaTexOff(tex, pos.xy, ivec2( 0, 0), rcpFrame).xyz;
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vec3 rgbE = FxaaTexOff(tex, pos.xy, ivec2( 1, 0), rcpFrame).xyz;
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vec3 rgbS = FxaaTexOff(tex, pos.xy, ivec2( 0, 1), rcpFrame).xyz;
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float lumaN = FxaaLuma(rgbN);
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float lumaW = FxaaLuma(rgbW);
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float lumaM = FxaaLuma(rgbM);
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float lumaE = FxaaLuma(rgbE);
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float lumaS = FxaaLuma(rgbS);
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float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
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float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
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float range = rangeMax - rangeMin;
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if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
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{
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return rgbM;
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}
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vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
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float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
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float rangeL = abs(lumaL - lumaM);
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float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
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blendL = min(FXAA_SUBPIX_CAP, blendL);
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vec3 rgbNW = FxaaTexOff(tex, pos.xy, ivec2(-1,-1), rcpFrame).xyz;
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vec3 rgbNE = FxaaTexOff(tex, pos.xy, ivec2( 1,-1), rcpFrame).xyz;
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vec3 rgbSW = FxaaTexOff(tex, pos.xy, ivec2(-1, 1), rcpFrame).xyz;
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vec3 rgbSE = FxaaTexOff(tex, pos.xy, ivec2( 1, 1), rcpFrame).xyz;
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rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
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rgbL *= vec3(1.0/9.0);
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float lumaNW = FxaaLuma(rgbNW);
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float lumaNE = FxaaLuma(rgbNE);
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float lumaSW = FxaaLuma(rgbSW);
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float lumaSE = FxaaLuma(rgbSE);
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float edgeVert =
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abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
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abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
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abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
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float edgeHorz =
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abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
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abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
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abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
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bool horzSpan = edgeHorz >= edgeVert;
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float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
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if(!horzSpan)
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{
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lumaN = lumaW;
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lumaS = lumaE;
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}
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float gradientN = abs(lumaN - lumaM);
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float gradientS = abs(lumaS - lumaM);
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lumaN = (lumaN + lumaM) * 0.5;
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lumaS = (lumaS + lumaM) * 0.5;
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if (gradientN < gradientS)
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{
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lumaN = lumaS;
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lumaN = lumaS;
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gradientN = gradientS;
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lengthSign *= -1.0;
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}
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vec2 posN;
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posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
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posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
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gradientN *= FXAA_SEARCH_THRESHOLD;
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vec2 posP = posN;
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vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
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float lumaEndN = lumaN;
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float lumaEndP = lumaN;
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bool doneN = false;
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bool doneP = false;
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posN += offNP * vec2(-1.0, -1.0);
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posP += offNP * vec2( 1.0, 1.0);
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for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
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if(!doneN)
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{
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lumaEndN = FxaaLuma(texture(tex, posN.xy).xyz);
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}
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if(!doneP)
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{
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lumaEndP = FxaaLuma(texture(tex, posP.xy).xyz);
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}
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doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
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doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
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if(doneN && doneP)
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{
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break;
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}
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if(!doneN)
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{
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posN -= offNP;
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}
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if(!doneP)
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{
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posP += offNP;
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}
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}
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float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
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float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
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bool directionN = dstN < dstP;
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lumaEndN = directionN ? lumaEndN : lumaEndP;
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if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
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{
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lengthSign = 0.0;
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}
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float spanLength = (dstP + dstN);
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dstN = directionN ? dstN : dstP;
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float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
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vec3 rgbF = texture(tex, vec2(
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pos.x + (horzSpan ? 0.0 : subPixelOffset),
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pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
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return FxaaLerp3(rgbL, rgbF, blendL);
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}
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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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FragColor = vec4(FxaaPixelShader(vTexCoord, Source, vec2(params.SourceSize.z, params.SourceSize.w)), 1.0) * 1.0;
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}
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