mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
b0b12b6a64
- New implementation of Film Grain that doesn't suck, so we can turn it up a nod by default. Supports RGB noise and shaping the distribution curve to control noise modulation. The previous implementation was just a placeholder, it was very basic. - Greatly increased Anti-Aliasing quality in default preset. - Include license headers to make clear that all my contributions are released on the public domain under the terms of the Unlicense. Anyone can do whatever they want with this.
102 lines
3.1 KiB
Plaintext
102 lines
3.1 KiB
Plaintext
#version 450
|
|
// SPDX-License-Identifier: Unlicense
|
|
#pragma name FSR_RCAS
|
|
|
|
// FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
|
|
|
|
// filter_linear1 = true
|
|
// scale_type1 = source
|
|
// scale1 = 1.0
|
|
|
|
#pragma parameter FSR_SHARPENING "FSR RCAS Sharpening Amount (Lower = Sharper)" 0.2 0.0 2.0 0.1
|
|
#pragma parameter FSR_FILMGRAIN "FSR LFGA Film Grain Intensity" 0.3 0.0 2.0 0.02
|
|
#pragma parameter FSR_GRAINCOLOR "FSR LFGA Film Grain Color: Gray | RGB" 1.0 0.0 1.0 1.0
|
|
#pragma parameter FSR_GRAINPDF "FSR LFGA Grain PDF Curve (0.5 = Triangular, Lower = Gaussian)" 0.3 0.1 0.5 0.05
|
|
|
|
layout(push_constant) uniform Push {
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float FSR_SHARPENING;
|
|
float FSR_FILMGRAIN;
|
|
float FSR_GRAINCOLOR;
|
|
float FSR_GRAINPDF;
|
|
} params;
|
|
|
|
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;
|
|
|
|
#define A_GPU 1
|
|
#define A_GLSL 1
|
|
#include "ffx_a.h"
|
|
|
|
#define FSR_RCAS_F 1
|
|
AU4 con0;
|
|
|
|
AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(Source, p, 0)); }
|
|
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
|
|
|
|
#include "ffx_fsr1.h"
|
|
|
|
// prng: A simple but effective pseudo-random number generator [0;1[
|
|
float prng(vec2 uv, float time) {
|
|
return fract(sin(dot(uv + fract(time), vec2(12.9898, 78.233))) * 43758.5453);
|
|
}
|
|
|
|
// pdf: [-0.5;0.5[
|
|
// Removes noise modulation effect by reshaping the uniform/rectangular noise
|
|
// distribution (RPDF) into a Triangular (TPDF) or Gaussian Probability Density
|
|
// Function (GPDF).
|
|
// shape = 1.0: Rectangular
|
|
// shape = 0.5: Triangular
|
|
// shape < 0.5: Gaussian (0.2~0.4)
|
|
float pdf(float noise, float shape) {
|
|
float orig = noise * 2.0 - 1.0;
|
|
noise = pow(abs(orig), shape);
|
|
noise *= sign(orig);
|
|
noise -= sign(orig);
|
|
return noise * 0.5;
|
|
}
|
|
|
|
void main() {
|
|
FsrRcasCon(con0, params.FSR_SHARPENING);
|
|
|
|
AU2 gxy = AU2(vTexCoord.xy * params.OutputSize.xy); // Integer pixel position in output.
|
|
AF3 Gamma2Color = AF3(0, 0, 0);
|
|
FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, gxy, con0);
|
|
|
|
// FSR - [LFGA] LINEAR FILM GRAIN APPLICATOR
|
|
if (params.FSR_FILMGRAIN > 0.0) {
|
|
if (params.FSR_GRAINCOLOR == 0.0) {
|
|
float noise = pdf(prng(vTexCoord, params.FrameCount * 0.11), params.FSR_GRAINPDF);
|
|
FsrLfgaF(Gamma2Color, vec3(noise), params.FSR_FILMGRAIN);
|
|
} else {
|
|
vec3 rgbNoise = vec3(
|
|
pdf(prng(vTexCoord, params.FrameCount * 0.11), params.FSR_GRAINPDF),
|
|
pdf(prng(vTexCoord, params.FrameCount * 0.13), params.FSR_GRAINPDF),
|
|
pdf(prng(vTexCoord, params.FrameCount * 0.17), params.FSR_GRAINPDF)
|
|
);
|
|
FsrLfgaF(Gamma2Color, rgbNoise, params.FSR_FILMGRAIN);
|
|
}
|
|
}
|
|
|
|
FragColor = vec4(Gamma2Color, 1.0);
|
|
}
|