mirror of
https://github.com/libretro/glsl-shaders.git
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add fsr shaders
This commit is contained in:
parent
e4e631ce43
commit
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7
fsr/fsr-easu.glslp
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7
fsr/fsr-easu.glslp
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shaders = 1
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shader0 = shaders/fsr-pass0.glsl
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filter_linear0 = true
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scale_type0 = viewport
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scale0 = 1.0
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wrap_mode0 = "clamp_to_edge"
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13
fsr/fsr.glslp
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fsr/fsr.glslp
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shaders = 2
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shader0 = shaders/fsr-pass0.glsl
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filter_linear0 = true
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scale_type0 = viewport
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scale0 = 1.0
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wrap_mode0 = "clamp_to_edge"
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shader1 = shaders/fsr-pass1.glsl
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filter_linear1 = true
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scale_type1 = source
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scale1 = 1.0
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wrap_mode1 = "clamp_to_edge"
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324
fsr/shaders/fsr-pass0.glsl
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324
fsr/shaders/fsr-pass0.glsl
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/*
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FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
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Ported from https://www.shadertoy.com/view/stXSWB, MIT license
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*/
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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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vec3 FsrEasuCF(vec2 p) {
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return COMPAT_TEXTURE(Source,p).rgb;
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}
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/**** EASU ****/
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void FsrEasuCon(
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out vec4 con0,
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out vec4 con1,
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out vec4 con2,
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out vec4 con3,
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// This the rendered image resolution being upscaled
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vec2 inputViewportInPixels,
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// This is the resolution of the resource containing the input image (useful for dynamic resolution)
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vec2 inputSizeInPixels,
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// This is the display resolution which the input image gets upscaled to
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vec2 outputSizeInPixels
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)
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{
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// Output integer position to a pixel position in viewport.
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con0 = vec4(
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inputViewportInPixels.x/outputSizeInPixels.x,
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inputViewportInPixels.y/outputSizeInPixels.y,
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.5*inputViewportInPixels.x/outputSizeInPixels.x-.5,
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.5*inputViewportInPixels.y/outputSizeInPixels.y-.5
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);
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// Viewport pixel position to normalized image space.
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// This is used to get upper-left of 'F' tap.
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con1 = vec4(1,1,1,-1)/inputSizeInPixels.xyxy;
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// Centers of gather4, first offset from upper-left of 'F'.
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// +---+---+
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// | | |
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// +--(0)--+
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// | b | c |
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// +---F---+---+---+
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// | e | f | g | h |
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// +--(1)--+--(2)--+
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// | i | j | k | l |
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// +---+---+---+---+
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// | n | o |
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// +--(3)--+
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// | | |
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// +---+---+
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// These are from (0) instead of 'F'.
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con2 = vec4(-1,2,1,2)/inputSizeInPixels.xyxy;
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con3 = vec4(0,4,0,0)/inputSizeInPixels.xyxy;
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}
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// Filtering for a given tap for the scalar.
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void FsrEasuTapF(
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inout vec3 aC, // Accumulated color, with negative lobe.
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inout float aW, // Accumulated weight.
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vec2 off, // Pixel offset from resolve position to tap.
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vec2 dir, // Gradient direction.
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vec2 len, // Length.
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float lob, // Negative lobe strength.
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float clp, // Clipping point.
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vec3 c
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)
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{
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// Tap color.
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// Rotate offset by direction.
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vec2 v = vec2(dot(off, dir), dot(off,vec2(-dir.y,dir.x)));
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// Anisotropy.
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v *= len;
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// Compute distance^2.
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float d2 = min(dot(v,v),clp);
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// Limit to the window as at corner, 2 taps can easily be outside.
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// Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
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// (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
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// |_______________________________________| |_______________|
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// base window
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// The general form of the 'base' is,
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// (a*(b*x^2-1)^2-(a-1))
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// Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
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float wB = .4 * d2 - 1.;
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float wA = lob * d2 -1.;
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wB *= wB;
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wA *= wA;
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wB = 1.5625*wB-.5625;
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float w= wB * wA;
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// Do weighted average.
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aC += c*w;
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aW += w;
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}
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//------------------------------------------------------------------------------------------------------------------------------
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// Accumulate direction and length.
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void FsrEasuSetF(
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inout vec2 dir,
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inout float len,
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float w,
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float lA,float lB,float lC,float lD,float lE
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)
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{
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// Direction is the '+' diff.
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// a
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// b c d
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// e
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// Then takes magnitude from abs average of both sides of 'c'.
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// Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
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float lenX = max(abs(lD - lC), abs(lC - lB));
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float dirX = lD - lB;
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dir.x += dirX * w;
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lenX = clamp(abs(dirX)/lenX,0.,1.);
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lenX *= lenX;
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len += lenX * w;
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// Repeat for the y axis.
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float lenY = max(abs(lE - lC), abs(lC - lA));
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float dirY = lE - lA;
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dir.y += dirY * w;
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lenY = clamp(abs(dirY) / lenY,0.,1.);
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lenY *= lenY;
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len += lenY * w;
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}
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrEasuF(
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out vec3 pix,
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vec2 ip, // Integer pixel position in output.
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// Constants generated by FsrEasuCon().
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vec4 con0, // xy = output to input scale, zw = first pixel offset correction
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vec4 con1,
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vec4 con2,
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vec4 con3
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)
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{
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//------------------------------------------------------------------------------------------------------------------------------
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// Get position of 'f'.
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vec2 pp = ip * con0.xy + con0.zw; // Corresponding input pixel/subpixel
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vec2 fp = floor(pp);// fp = source nearest pixel
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pp -= fp; // pp = source subpixel
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//------------------------------------------------------------------------------------------------------------------------------
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// 12-tap kernel.
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// b c
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// e f g h
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// i j k l
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// n o
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// Gather 4 ordering.
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// a b
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// r g
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vec2 p0 = fp * con1.xy + con1.zw;
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// These are from p0 to avoid pulling two constants on pre-Navi hardware.
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vec2 p1 = p0 + con2.xy;
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vec2 p2 = p0 + con2.zw;
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vec2 p3 = p0 + con3.xy;
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// TextureGather is not available on WebGL2
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vec4 off = vec4(-.5,.5,-.5,.5)*con1.xxyy;
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// textureGather to texture offsets
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// x=west y=east z=north w=south
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vec3 bC = FsrEasuCF(p0 + off.xw); float bL = bC.g + 0.5 *(bC.r + bC.b);
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vec3 cC = FsrEasuCF(p0 + off.yw); float cL = cC.g + 0.5 *(cC.r + cC.b);
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vec3 iC = FsrEasuCF(p1 + off.xw); float iL = iC.g + 0.5 *(iC.r + iC.b);
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vec3 jC = FsrEasuCF(p1 + off.yw); float jL = jC.g + 0.5 *(jC.r + jC.b);
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vec3 fC = FsrEasuCF(p1 + off.yz); float fL = fC.g + 0.5 *(fC.r + fC.b);
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vec3 eC = FsrEasuCF(p1 + off.xz); float eL = eC.g + 0.5 *(eC.r + eC.b);
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vec3 kC = FsrEasuCF(p2 + off.xw); float kL = kC.g + 0.5 *(kC.r + kC.b);
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vec3 lC = FsrEasuCF(p2 + off.yw); float lL = lC.g + 0.5 *(lC.r + lC.b);
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vec3 hC = FsrEasuCF(p2 + off.yz); float hL = hC.g + 0.5 *(hC.r + hC.b);
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vec3 gC = FsrEasuCF(p2 + off.xz); float gL = gC.g + 0.5 *(gC.r + gC.b);
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vec3 oC = FsrEasuCF(p3 + off.yz); float oL = oC.g + 0.5 *(oC.r + oC.b);
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vec3 nC = FsrEasuCF(p3 + off.xz); float nL = nC.g + 0.5 *(nC.r + nC.b);
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//------------------------------------------------------------------------------------------------------------------------------
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// Simplest multi-channel approximate luma possible (luma times 2, in 2 FMA/MAD).
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// Accumulate for bilinear interpolation.
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vec2 dir = vec2(0);
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float len = 0.;
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FsrEasuSetF(dir, len, (1.-pp.x)*(1.-pp.y), bL, eL, fL, gL, jL);
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FsrEasuSetF(dir, len, pp.x *(1.-pp.y), cL, fL, gL, hL, kL);
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FsrEasuSetF(dir, len, (1.-pp.x)* pp.y , fL, iL, jL, kL, nL);
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FsrEasuSetF(dir, len, pp.x * pp.y , gL, jL, kL, lL, oL);
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//------------------------------------------------------------------------------------------------------------------------------
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// Normalize with approximation, and cleanup close to zero.
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vec2 dir2 = dir * dir;
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float dirR = dir2.x + dir2.y;
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bool zro = dirR < (1.0/32768.0);
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dirR = inversesqrt(dirR);
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dirR = zro ? 1.0 : dirR;
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dir.x = zro ? 1.0 : dir.x;
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dir *= vec2(dirR);
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// Transform from {0 to 2} to {0 to 1} range, and shape with square.
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len = len * 0.5;
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len *= len;
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// Stretch kernel {1.0 vert|horz, to sqrt(2.0) on diagonal}.
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float stretch = dot(dir,dir) / (max(abs(dir.x), abs(dir.y)));
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// Anisotropic length after rotation,
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// x := 1.0 lerp to 'stretch' on edges
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// y := 1.0 lerp to 2x on edges
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vec2 len2 = vec2(1. +(stretch-1.0)*len, 1. -.5 * len);
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// Based on the amount of 'edge',
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// the window shifts from +/-{sqrt(2.0) to slightly beyond 2.0}.
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float lob = .5 - .29 * len;
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// Set distance^2 clipping point to the end of the adjustable window.
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float clp = 1./lob;
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//------------------------------------------------------------------------------------------------------------------------------
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// Accumulation mixed with min/max of 4 nearest.
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// b c
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// e f g h
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// i j k l
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// n o
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vec3 min4 = min(min(fC,gC),min(jC,kC));
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vec3 max4 = max(max(fC,gC),max(jC,kC));
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// Accumulation.
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vec3 aC = vec3(0);
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float aW = 0.;
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FsrEasuTapF(aC, aW, vec2( 0,-1)-pp, dir, len2, lob, clp, bC);
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FsrEasuTapF(aC, aW, vec2( 1,-1)-pp, dir, len2, lob, clp, cC);
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FsrEasuTapF(aC, aW, vec2(-1, 1)-pp, dir, len2, lob, clp, iC);
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FsrEasuTapF(aC, aW, vec2( 0, 1)-pp, dir, len2, lob, clp, jC);
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FsrEasuTapF(aC, aW, vec2( 0, 0)-pp, dir, len2, lob, clp, fC);
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FsrEasuTapF(aC, aW, vec2(-1, 0)-pp, dir, len2, lob, clp, eC);
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FsrEasuTapF(aC, aW, vec2( 1, 1)-pp, dir, len2, lob, clp, kC);
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FsrEasuTapF(aC, aW, vec2( 2, 1)-pp, dir, len2, lob, clp, lC);
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FsrEasuTapF(aC, aW, vec2( 2, 0)-pp, dir, len2, lob, clp, hC);
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FsrEasuTapF(aC, aW, vec2( 1, 0)-pp, dir, len2, lob, clp, gC);
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FsrEasuTapF(aC, aW, vec2( 1, 2)-pp, dir, len2, lob, clp, oC);
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FsrEasuTapF(aC, aW, vec2( 0, 2)-pp, dir, len2, lob, clp, nC);
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//------------------------------------------------------------------------------------------------------------------------------
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// Normalize and dering.
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pix=min(max4,max(min4,aC/aW));
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}
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void main()
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{
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vec3 c;
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vec4 con0,con1,con2,con3;
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vec2 fragCoord = vTexCoord.xy * OutputSize.xy;
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FsrEasuCon(
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con0, con1, con2, con3, SourceSize.xy, SourceSize.xy, OutputSize.xy
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);
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FsrEasuF(c, fragCoord, con0, con1, con2, con3);
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FragColor = vec4(c.xyz, 1);
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}
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#endif
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173
fsr/shaders/fsr-pass1.glsl
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173
fsr/shaders/fsr-pass1.glsl
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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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#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;
|
||||
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)
|
||||
|
||||
#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;
|
||||
// Normalized pixel coordinates (from 0 to 1)
|
||||
vec2 uv = fragCoord/OutputSize.xy;
|
||||
|
||||
// Set up constants
|
||||
float con;
|
||||
float sharpness = 0.2;
|
||||
FsrRcasCon(con,sharpness);
|
||||
|
||||
// Perform RCAS pass
|
||||
vec3 col = FsrRcasF(fragCoord, con);
|
||||
|
||||
FragColor = vec4(col,1);
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user