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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"
- float3 min3rgb(float3 x, float3 y, float3 z)
- {
- return min(x, min(y, z));
- }
- float3 max3rgb(float3 x, float3 y, float3 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;
- // McFly: vectorize math, even with scalar gcn hardware this should work out the same, order of operations has not changed
- // 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).
- float3 mnRGB = min3rgb(min3rgb(d, e, f), b, h);
- float3 mnRGB2 = min3rgb(min3rgb(mnRGB, a, c), g, i);
- mnRGB += mnRGB2;
- float3 mxRGB = max3rgb(max3rgb(d, e, f), b, h);
- float3 mxRGB2 = max3rgb(max3rgb(mxRGB, a, c), g, i);
- mxRGB += mxRGB2;
- // Smooth minimum distance to signal limit divided by smooth max.
- float3 rcpMRGB = rcp(mxRGB);
- float3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB);
- // Shaping amount of sharpening.
- ampRGB = sqrt(ampRGB);
- // Filter shape:
- // 0 w 0
- // w 1 w
- // 0 w 0
- float peak = -rcp(lerp(8.0, 5.0, saturate(Sharpness)));
- float3 wRGB = ampRGB * peak;
- float3 rcpWeightRGB = rcp(1.0 + 4.0 * wRGB);
- // McFly: less instructions that way
- float3 window = (b + d) + (f + h);
- float3 outColor = saturate((window * wRGB + e) * rcpWeightRGB);
- return outColor;
- }
- technique CAS
- {
- pass
- {
- VertexShader = PostProcessVS;
- PixelShader = CASPass;
- }
- }
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