/* Fast Sharpen Shader Copyright (C) 2005 - 2023 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 DerezedPassSize; float SHARPEN_ON; float CSHARPEN, CCONTR, CDETAILS, DEBLUR; } params; #pragma parameter SHARPEN_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter SHARPEN_TITLE "[ FAST SHARPEN - GUEST.R ]:" 0.00 0.0 2.00 0.05 #pragma parameter SHARPEN_ON " FSharpen - ON" 1 0 1 1 #pragma parameter CSHARPEN " FSharpen - Sharpen strength" 0.00 0.0 5.00 0.10 #pragma parameter CCONTR " FSharpen - Sharpen Contrast/Ringing" 0.05 0.0 0.25 0.01 #pragma parameter CDETAILS " FSharpen - Details sharpened" 1.00 0.0 1.00 0.05 #pragma parameter DEBLUR " FSharpen - Deblur Strength (For NTSC Only)" 1.00 1.0 7.00 0.25 #define SHARPEN_ON params.SHARPEN_ON #define CSHARPEN params.CSHARPEN #define CCONTR params.CCONTR #define CDETAILS params.CDETAILS #define DEBLUR params.DEBLUR layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #ifdef IS_NTSC_PRESET layout(set = 0, binding = 3) uniform sampler2D PrePass0; #else #define PrePass0 Source #endif const mat3 yiq2rgb_mat = mat3( 1.0, 0.956, 0.6210, 1.0, -0.2720, -0.6474, 1.0, -1.1060, 1.7046); vec3 yiq2rgb(vec3 yiq) { return yiq * yiq2rgb_mat; } const mat3 yiq_mat = mat3( 0.2989, 0.5870, 0.1140, 0.5959, -0.2744, -0.3216, 0.2115, -0.5229, 0.3114 ); vec3 rgb2yiq(vec3 col) { return col * yiq_mat; } void main() { if ( SHARPEN_ON < 0.5 ) { FragColor = texture(Source, vTexCoord); return; } vec2 g01 = vec2(-0.5*params.DerezedPassSize.z, 0.0); vec2 g21 = vec2( 0.5*params.DerezedPassSize.z, 0.0); vec3 c01 = texture(Source, vTexCoord + g01).rgb; vec3 c21 = texture(Source, vTexCoord + g21).rgb; vec3 c11 = texture(Source, vTexCoord ).rgb; vec3 b11 = 0.5*(c01+c21); float contrast = max(max(c11.r,c11.g),c11.b); contrast = mix(2.0*CCONTR, CCONTR, contrast); vec3 mn = min(min(c01,c21),c11); vec3 mn1 = min(mn,c11*(1.0-contrast)); vec3 mx = max(max(c01,c21),c11); vec3 mx1 = max(mx,c11*(1.0+contrast)); vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75)); vec3 sharpen = mix(vec3(CSHARPEN*CDETAILS), vec3(CSHARPEN), dif); vec3 res = clamp(mix(c11,b11,-sharpen), mn1,mx1); if (DEBLUR > 1.125) { c01 = texture(PrePass0, vTexCoord + 2.0*g01).rgb; c21 = texture(PrePass0, vTexCoord + 2.0*g21).rgb; c11 = texture(PrePass0, vTexCoord ).rgb; mn1 = sqrt(min(min(c01,c21), c11)*mn); mx1 = sqrt(max(max(c01,c21), c11)*mx); vec3 dif1 = max(res-mn1, 0.0) + 0.00001; dif1 = pow(dif1, DEBLUR.xxx); vec3 dif2 = max(mx1-res, 0.0) + 0.00001; dif2 = pow(dif2, DEBLUR.xxx); vec3 ratio = dif1/(dif1+dif2); sharpen = min(mix(mn1, mx1, ratio), pow(res,mix(0.75.xxx,1.10.xxx, res))); res = rgb2yiq(res); res.x = dot(sharpen,vec3(0.2989, 0.5870, 0.1140)); res = max(yiq2rgb(res),0.0); } FragColor = vec4(res,1.0); }