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2026-01-03 12:00:01 +08:00

179 lines
4.5 KiB
GLSL

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