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- // LICENSE
- // =======
- // Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved.
- // -------
- // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
- // files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
- // modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
- // Software is furnished to do so, subject to the following conditions:
- // -------
- // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
- // Software.
- // -------
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
- // WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
- // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
- // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE
- uniform float Sharpness <
- ui_type = "drag";
- ui_label = "Sharpening strength";
- ui_tooltip = "0 := no sharpening, to 1 := full sharpening.\nScaled by the sharpness knob while being transformed to a negative lobe (values from -1/5 to -1/8 for A=1)";
- ui_min = 0.0; ui_max = 1.0;
- > = 0.0;
- #include "ReShade.fxh"
- float Min3(float x, float y, float z)
- {
- return min(x, min(y, z));
- }
- float Max3(float x, float y, float z)
- {
- return max(x, max(y, z));
- }
- float3 CASPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
- {
- // fetch a 3x3 neighborhood around the pixel 'e',
- // a b c
- // d(e)f
- // g h i
- float pixelX = ReShade::PixelSize.x;
- float pixelY = ReShade::PixelSize.y;
- float3 a = tex2D(ReShade::BackBuffer, texcoord + float2(-pixelX, -pixelY)).rgb;
- float3 b = tex2D(ReShade::BackBuffer, texcoord + float2(0.0, -pixelY)).rgb;
- float3 c = tex2D(ReShade::BackBuffer, texcoord + float2(pixelX, -pixelY)).rgb;
- float3 d = tex2D(ReShade::BackBuffer, texcoord + float2(-pixelX, 0.0)).rgb;
- float3 e = tex2D(ReShade::BackBuffer, texcoord).rgb;
- float3 f = tex2D(ReShade::BackBuffer, texcoord + float2(pixelX, 0.0)).rgb;
- float3 g = tex2D(ReShade::BackBuffer, texcoord + float2(-pixelX, pixelY)).rgb;
- float3 h = tex2D(ReShade::BackBuffer, texcoord + float2(0.0, pixelY)).rgb;
- float3 i = tex2D(ReShade::BackBuffer, texcoord + float2(pixelX, pixelY)).rgb;
- // Soft min and max.
- // a b c b
- // d e f * 0.5 + d e f * 0.5
- // g h i h
- // These are 2.0x bigger (factored out the extra multiply).
- float mnR = Min3( Min3(d.r, e.r, f.r), b.r, h.r);
- float mnG = Min3( Min3(d.g, e.g, f.g), b.g, h.g);
- float mnB = Min3( Min3(d.b, e.b, f.b), b.b, h.b);
- float mnR2 = Min3( Min3(mnR, a.r, c.r), g.r, i.r);
- float mnG2 = Min3( Min3(mnG, a.g, c.g), g.g, i.g);
- float mnB2 = Min3( Min3(mnB, a.b, c.b), g.b, i.b);
- mnR = mnR + mnR2;
- mnG = mnG + mnG2;
- mnB = mnB + mnB2;
- float mxR = Max3( Max3(d.r, e.r, f.r), b.r, h.r);
- float mxG = Max3( Max3(d.g, e.g, f.g), b.g, h.g);
- float mxB = Max3( Max3(d.b, e.b, f.b), b.b, h.b);
- float mxR2 = Max3( Max3(mxR, a.r, c.r), g.r, i.r);
- float mxG2 = Max3( Max3(mxG, a.g, c.g), g.g, i.g);
- float mxB2 = Max3( Max3(mxB, a.b, c.b), g.b, i.b);
- mxR = mxR + mxR2;
- mxG = mxG + mxG2;
- mxB = mxB + mxB2;
- // Smooth minimum distance to signal limit divided by smooth max.
- float rcpMR = rcp(mxR);
- float rcpMG = rcp(mxG);
- float rcpMB = rcp(mxB);
- float ampR = saturate(min(mnR, 2.0 - mxR) * rcpMR);
- float ampG = saturate(min(mnG, 2.0 - mxG) * rcpMG);
- float ampB = saturate(min(mnB, 2.0 - mxB) * rcpMB);
- // Shaping amount of sharpening.
- ampR = sqrt(ampR);
- ampG = sqrt(ampG);
- ampB = sqrt(ampB);
- // Filter shape.
- // 0 w 0
- // w 1 w
- // 0 w 0
- float peak = -rcp(lerp(8.0, 5.0, saturate(Sharpness)));
- float wR = ampR * peak;
- float wG = ampG * peak;
- float wB = ampB * peak;
- float rcpWeightR = rcp(1.0 + 4.0 * wR);
- float rcpWeightG = rcp(1.0 + 4.0 * wG);
- float rcpWeightB = rcp(1.0 + 4.0 * wB);
- float3 outColor = float3(saturate((b.r*wR+d.r*wR+f.r*wR+h.r*wR+e.r)*rcpWeightR),
- saturate((b.g*wG+d.g*wG+f.g*wG+h.g*wG+e.g)*rcpWeightG),
- saturate((b.b*wB+d.b*wB+f.b*wB+h.b*wB+e.b)*rcpWeightB));
- return outColor;
- }
- technique CAS
- {
- pass
- {
- VertexShader = PostProcessVS;
- PixelShader = CASPass;
- }
- }
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