diff --git a/sharpen/cheap-sharpen.slangp b/sharpen/cheap-sharpen.slangp new file mode 100644 index 00000000..b924f45e --- /dev/null +++ b/sharpen/cheap-sharpen.slangp @@ -0,0 +1,6 @@ +shaders = 1 + +shader0 = shaders/cheap-sharpen.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 diff --git a/sharpen/shaders/cheap-sharpen.slang b/sharpen/shaders/cheap-sharpen.slang new file mode 100644 index 00000000..356bf024 --- /dev/null +++ b/sharpen/shaders/cheap-sharpen.slang @@ -0,0 +1,96 @@ +#version 450 + +/* + Hyllian cheap sharpen Shader + + Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float CS_SHARPNESS; +} params; + +#pragma parameter CS_SHARPNESS "Sharpness" 0.4 0.0 1.0 0.1 + +#define CS_SHARPNESS params.CS_SHARPNESS + +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; +layout(location = 1) out vec4 t1; +layout(location = 2) out vec4 t2; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + float dx = params.SourceSize.z; + float dy = params.SourceSize.w; + + t1 = vTexCoord.xyyy + vec4( 0.0, -dy, 0.0, dy); // B E H + t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0); // D E F +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec4 t1; +layout(location = 2) in vec4 t2; +layout(location = 3) in vec4 t3; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + + +/* + B + D E F + H +*/ + +void main() +{ + vec3 B = texture(Source, t1.xy).xyz; + vec3 D = texture(Source, t2.xw).xyz; + vec3 E = texture(Source, t2.yw).xyz; + vec3 F = texture(Source, t2.zw).xyz; + vec3 H = texture(Source, t1.xw).xyz; + + vec3 color = (1.0 + CS_SHARPNESS) * E - 0.25 * CS_SHARPNESS * (B + D + F + H); + + // Anti-ringing + // Get min/max samples + vec3 min_sample = min(min(E,min(D,F)), min(B,H)); + vec3 max_sample = max(max(E,max(D,F)), max(B,H)); + + vec3 aux = color; + color = clamp(color, min_sample, max_sample); + color = mix(aux, color, step(-0.00001, (E-D)*(F-E) + (E-B)*(H-E))); + + FragColor = vec4(color, 1.0); +}