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Add cheap-sharpen shader
A lightweight sharpen shader with anti-ringing.
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6
sharpen/cheap-sharpen.slangp
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6
sharpen/cheap-sharpen.slangp
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shaders = 1
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shader0 = shaders/cheap-sharpen.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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96
sharpen/shaders/cheap-sharpen.slang
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sharpen/shaders/cheap-sharpen.slang
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#version 450
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/*
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Hyllian cheap sharpen Shader
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Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CS_SHARPNESS;
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} params;
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#pragma parameter CS_SHARPNESS "Sharpness" 0.4 0.0 1.0 0.1
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#define CS_SHARPNESS params.CS_SHARPNESS
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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t1 = vTexCoord.xyyy + vec4( 0.0, -dy, 0.0, dy); // B E H
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t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0); // D E F
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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/*
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B
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D E F
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H
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*/
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void main()
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{
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vec3 B = texture(Source, t1.xy).xyz;
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vec3 D = texture(Source, t2.xw).xyz;
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vec3 E = texture(Source, t2.yw).xyz;
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vec3 F = texture(Source, t2.zw).xyz;
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vec3 H = texture(Source, t1.xw).xyz;
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vec3 color = (1.0 + CS_SHARPNESS) * E - 0.25 * CS_SHARPNESS * (B + D + F + H);
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// Anti-ringing
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// Get min/max samples
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vec3 min_sample = min(min(E,min(D,F)), min(B,H));
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vec3 max_sample = max(max(E,max(D,F)), max(B,H));
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vec3 aux = color;
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, step(-0.00001, (E-D)*(F-E) + (E-B)*(H-E)));
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FragColor = vec4(color, 1.0);
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}
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