傲世三国之三分天下-高清HD加强版
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178
Shaders/interpolation/fsr.glsl.pass1
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178
Shaders/interpolation/fsr.glsl.pass1
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/*
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FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
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Ported from https://www.shadertoy.com/view/stXSWB, MIT license
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*/
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#pragma parameter FSR_SHARPENING "FSR RCAS Sharpening Amount (Lower = Sharper)" 0.6 0.0 2.0 0.1
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float FSR_SHARPENING;
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#else
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#define FSR_SHARPENING 0.6
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#endif
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#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
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//#define FSR_RCAS_DENOISE
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// Input callback prototypes that need to be implemented by calling shader
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vec4 FsrRcasLoadF(vec2 p);
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrRcasCon(
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out float con,
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// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
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float sharpness
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){
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// Transform from stops to linear value.
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con = exp2(-sharpness);
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}
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vec3 FsrRcasF(
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vec2 ip, // Integer pixel position in output.
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float con
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)
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{
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// Constant generated by RcasSetup().
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// Algorithm uses minimal 3x3 pixel neighborhood.
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// b
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// d e f
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// h
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vec2 sp = vec2(ip);
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vec3 b = FsrRcasLoadF(sp + vec2( 0,-1)).rgb;
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vec3 d = FsrRcasLoadF(sp + vec2(-1, 0)).rgb;
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vec3 e = FsrRcasLoadF(sp).rgb;
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vec3 f = FsrRcasLoadF(sp+vec2( 1, 0)).rgb;
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vec3 h = FsrRcasLoadF(sp+vec2( 0, 1)).rgb;
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// Luma times 2.
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float bL = b.g + .5 * (b.b + b.r);
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float dL = d.g + .5 * (d.b + d.r);
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float eL = e.g + .5 * (e.b + e.r);
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float fL = f.g + .5 * (f.b + f.r);
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float hL = h.g + .5 * (h.b + h.r);
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// Noise detection.
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float nz = .25 * (bL + dL + fL + hL) - eL;
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nz=clamp(
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abs(nz)
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/(
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max(max(bL,dL),max(eL,max(fL,hL)))
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-min(min(bL,dL),min(eL,min(fL,hL)))
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),
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0., 1.
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);
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nz=1.-.5*nz;
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// Min and max of ring.
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vec3 mn4 = min(b, min(f, h));
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vec3 mx4 = max(b, max(f, h));
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// Immediate constants for peak range.
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vec2 peakC = vec2(1., -4.);
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// Limiters, these need to be high precision RCPs.
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vec3 hitMin = mn4 / (4. * mx4);
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vec3 hitMax = (peakC.x - mx4) / (4.* mn4 + peakC.y);
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vec3 lobeRGB = max(-hitMin, hitMax);
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float lobe = max(
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-FSR_RCAS_LIMIT,
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min(max(lobeRGB.r, max(lobeRGB.g, lobeRGB.b)), 0.)
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)*con;
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// Apply noise removal.
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#ifdef FSR_RCAS_DENOISE
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lobe *= nz;
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#endif
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// Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
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return (lobe * (b + d + h + f) + e) / (4. * lobe + 1.);
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}
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vec4 FsrRcasLoadF(vec2 p) {
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return COMPAT_TEXTURE(Source,p/OutputSize.xy);
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}
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void main()
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{
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vec2 fragCoord = vTexCoord.xy * OutputSize.xy;
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// Set up constants
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float con;
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FsrRcasCon(con, FSR_SHARPENING);
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// Perform RCAS pass
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vec3 col = FsrRcasF(fragCoord, con);
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FragColor = vec4(col,1);
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}
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#endif
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