mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
259ff81f4b
* Move initial batch of shaders and presets to smoothing subdirectory * Rename smoothing to edge enhancement * Move cubic and windowed into interpolation * Fix some presets * Fix rest of presets * Rename edge-enhancement to edge-smoothing * Move pixel art scalers into separate directory separate from 'interpolation' * Flatten interpolation/cubic into interpolation/
102 lines
3.1 KiB
Plaintext
102 lines
3.1 KiB
Plaintext
#version 450
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// SPDX-License-Identifier: Unlicense
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#pragma name FSR_RCAS
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// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
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// filter_linear1 = true
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// scale_type1 = source
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// scale1 = 1.0
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#pragma parameter FSR_SHARPENING "FSR RCAS Sharpening Amount (Lower = Sharper)" 0.2 0.0 2.0 0.1
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#pragma parameter FSR_FILMGRAIN "FSR LFGA Film Grain Intensity" 0.3 0.0 2.0 0.02
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#pragma parameter FSR_GRAINCOLOR "FSR LFGA Film Grain Color: Gray | RGB" 1.0 0.0 1.0 1.0
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#pragma parameter FSR_GRAINPDF "FSR LFGA Grain PDF Curve (0.5 = Triangular, Lower = Gaussian)" 0.3 0.1 0.5 0.05
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layout(push_constant) uniform Push {
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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 FSR_SHARPENING;
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float FSR_FILMGRAIN;
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float FSR_GRAINCOLOR;
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float FSR_GRAINPDF;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO {
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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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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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#define A_GPU 1
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#define A_GLSL 1
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#include "ffx_a.h"
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#define FSR_RCAS_F 1
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AU4 con0;
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AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(Source, p, 0)); }
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#include "ffx_fsr1.h"
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// prng: A simple but effective pseudo-random number generator [0;1[
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float prng(vec2 uv, float time) {
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return fract(sin(dot(uv + fract(time), vec2(12.9898, 78.233))) * 43758.5453);
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}
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// pdf: [-0.5;0.5[
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// Removes noise modulation effect by reshaping the uniform/rectangular noise
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// distribution (RPDF) into a Triangular (TPDF) or Gaussian Probability Density
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// Function (GPDF).
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// shape = 1.0: Rectangular
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// shape = 0.5: Triangular
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// shape < 0.5: Gaussian (0.2~0.4)
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float pdf(float noise, float shape) {
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float orig = noise * 2.0 - 1.0;
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noise = pow(abs(orig), shape);
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noise *= sign(orig);
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noise -= sign(orig);
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return noise * 0.5;
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}
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void main() {
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FsrRcasCon(con0, params.FSR_SHARPENING);
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AU2 gxy = AU2(vTexCoord.xy * params.OutputSize.xy); // Integer pixel position in output.
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AF3 Gamma2Color = AF3(0, 0, 0);
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FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, con0);
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// FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR
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if (params.FSR_FILMGRAIN > 0.0) {
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if (params.FSR_GRAINCOLOR == 0.0) {
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float noise = pdf(prng(vTexCoord, params.FrameCount * 0.11), params.FSR_GRAINPDF);
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FsrLfgaF(Gamma2Color, vec3(noise), params.FSR_FILMGRAIN);
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} else {
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vec3 rgbNoise = vec3(
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pdf(prng(vTexCoord, params.FrameCount * 0.11), params.FSR_GRAINPDF),
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pdf(prng(vTexCoord, params.FrameCount * 0.13), params.FSR_GRAINPDF),
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pdf(prng(vTexCoord, params.FrameCount * 0.17), params.FSR_GRAINPDF)
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);
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FsrLfgaF(Gamma2Color, rgbNoise, params.FSR_FILMGRAIN);
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}
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}
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FragColor = vec4(Gamma2Color, 1.0);
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}
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