add fsr shaders

This commit is contained in:
FunkyFr3sh 2024-05-17 00:22:54 +02:00
parent e4e631ce43
commit af219792b1
4 changed files with 517 additions and 0 deletions

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fsr/fsr-easu.glslp Normal file
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shaders = 1
shader0 = shaders/fsr-pass0.glsl
filter_linear0 = true
scale_type0 = viewport
scale0 = 1.0
wrap_mode0 = "clamp_to_edge"

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fsr/fsr.glslp Normal file
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shaders = 2
shader0 = shaders/fsr-pass0.glsl
filter_linear0 = true
scale_type0 = viewport
scale0 = 1.0
wrap_mode0 = "clamp_to_edge"
shader1 = shaders/fsr-pass1.glsl
filter_linear1 = true
scale_type1 = source
scale1 = 1.0
wrap_mode1 = "clamp_to_edge"

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

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/*
FSR - [RCAS] ROBUST CONTRAST ADAPTIVE SHARPENING
Ported from https://www.shadertoy.com/view/stXSWB, MIT license
*/
#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)
#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