mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-06-02 11:28:21 -04:00
7b0a142a17
A lightweight sharpen shader with anti-ringing.
97 lines
2.9 KiB
Plaintext
97 lines
2.9 KiB
Plaintext
#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);
|
|
}
|