mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
98 lines
2.8 KiB
Plaintext
98 lines
2.8 KiB
Plaintext
#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;
|
|
float SHARPEN_ON;
|
|
} params;
|
|
|
|
#pragma parameter SHARPEN_EMPTY_LINE " " 0 0 0.001 0.001
|
|
#pragma parameter SHARPEN_TITLE "[ FAST SHARPEN - GUEST.R ]:" 0.00 0.0 2.00 0.05
|
|
// #pragma parameter SHARPEN_ON " Sharpen ON" 0 0 1 1
|
|
// #define SHARPEN_ON params.SHARPEN_ON
|
|
#define SHARPEN_ON 1
|
|
|
|
#pragma parameter SHARPEN " Sharpen Strength" 0.00 0.0 4.00 0.10
|
|
#pragma parameter CONTR " Amount of Sharpening" 0.05 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;
|
|
|
|
void main()
|
|
{
|
|
if ( SHARPEN_ON < 0.5 )
|
|
{
|
|
FragColor = texture(Source, vTexCoord);
|
|
return;
|
|
}
|
|
|
|
vec2 g01 = vec2(-1.0, 0.0)*params.SourceSize.zw;
|
|
vec2 g21 = vec2( 1.0, 0.0)*params.SourceSize.zw;
|
|
|
|
vec3 c01 = texture(Source, vTexCoord + g01).rgb;
|
|
vec3 c21 = texture(Source, vTexCoord + g21).rgb;
|
|
vec3 c11 = texture(Source, vTexCoord ).rgb;
|
|
|
|
vec3 b11 = 0.5*(c01+c21);
|
|
|
|
float contrast = max(max(c11.r,c11.g),c11.b);
|
|
contrast = mix(2.0*CONTR, CONTR, contrast);
|
|
|
|
vec3 mn1 = min(c01,c21); mn1 = min(mn1,c11*(1.0-contrast));
|
|
vec3 mx1 = max(c01,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);
|
|
}
|