slang-shaders/stereoscopic-3d/shaders/fubax_vr/FilmicSharpen.slang

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#version 450
/*
/// VR shader ///
Make any game VR and any screen with lenses a VR headset.
Thanks to this shader you'll be able to correct distortions of any lens types
(DIY, experimental) and chromatic aberration.
Also if a game outputs depth pass you can have a stereo-3D vision thanks to
the parallax mapping (which needs some further improvement).
Copyright (c) 2019 Jacob Max Fober
This work is licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International License.
To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/4.0/
If you want to use it commercially, contact me at jakub.m.fober@pm.me
If you have questions, visit https://reshade.me/forum/shader-discussion/
I'm author of most of equations present here,
beside Brown-Conrady distortion correction model and
Parallax Steep and Occlusion mapping which
I changed and adopted from various sources.
Version 0.4.2 alpha
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "fubax_vr_params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 texcoord;
void main()
{
gl_Position = global.MVP * Position;
texcoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 texcoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#include "fubax_vr_shared_funcs.inc"
void main()
{
vec2 UvCoord = texcoord;
// Bypass sharpening
if(!Sharpen)
{
FragColor = vec4(texture(Source, UvCoord).rgb, 1.0);
return;
}
vec2 Pixel = (texcoord.xy * params.OutputSize.xy) * Offset;
// Sample display image
vec3 ImgSource = texture(Source, UvCoord).rgb;
vec2 NorSouWesEst[4] = {
vec2(UvCoord.x, UvCoord.y + Pixel.y),
vec2(UvCoord.x, UvCoord.y - Pixel.y),
vec2(UvCoord.x + Pixel.x, UvCoord.y),
vec2(UvCoord.x - Pixel.x, UvCoord.y)
};
// Luma high-pass
float HighPass = 0.0;
for(int i=0; i<4; i++)
{
HighPass += Luma(texture(Source, NorSouWesEst[i]).rgb);
}
HighPass = 0.5 - 0.5 * (HighPass * 0.25 - Luma(ImgSource));
// Sharpen strength
HighPass = mix(0.5, HighPass, Strength * 0.01);
// Clamping sharpen
HighPass = (Clamp != 1.0) ? max(min(HighPass, Clamp), 1.0 - Clamp) : HighPass;
vec3 Sharpen = vec3(
Overlay(ImgSource.r, HighPass),
Overlay(ImgSource.g, HighPass),
Overlay(ImgSource.b, HighPass)
);
FragColor.rgb = (Preview) ? vec3(HighPass) : Sharpen;
FragColor.a = 1.0;
}