mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-24 22:55:41 +00:00
146 lines
3.3 KiB
HLSL
146 lines
3.3 KiB
HLSL
|
#include "ReShade.fxh"
|
||
|
|
||
|
|
||
|
/*
|
||
|
G-sharp resampler 2.0 - dynamic range (upscaler, downsampler)
|
||
|
|
||
|
Copyright (C) 2024 guest(r)
|
||
|
|
||
|
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.
|
||
|
|
||
|
*/
|
||
|
|
||
|
|
||
|
|
||
|
uniform float GSHARP0 <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 0.75;
|
||
|
ui_max = 8.0;
|
||
|
ui_step = 0.05;
|
||
|
ui_label = "Filter Range";
|
||
|
> = 2.45;
|
||
|
|
||
|
uniform float GBOOST <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 1.0;
|
||
|
ui_max = 2.5;
|
||
|
ui_step = 0.05;
|
||
|
ui_label = "Filter Boost (same range, speedup)";
|
||
|
> = 1.75;
|
||
|
|
||
|
uniform float GMAXSHARP <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 0.0;
|
||
|
ui_max = 0.25;
|
||
|
ui_step = 0.01;
|
||
|
ui_label = "Filter Sharpness";
|
||
|
> = 0.1;
|
||
|
|
||
|
uniform float GPAR <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 0.0;
|
||
|
ui_max = 1.0;
|
||
|
ui_step = 0.10;
|
||
|
ui_label = "Anti-Ringing";
|
||
|
> = 0.50;
|
||
|
|
||
|
|
||
|
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||
|
uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
|
||
|
|
||
|
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
|
||
|
|
||
|
#define GMAXSHARP (0.25*GBOOST*GBOOST*GMAXSHARP)
|
||
|
|
||
|
float smothstep(float x)
|
||
|
{
|
||
|
return exp(-2.33*x*x);
|
||
|
}
|
||
|
|
||
|
float getw(float x)
|
||
|
{
|
||
|
float z = x/GBOOST;
|
||
|
float y = smothstep(z);
|
||
|
return max(y*y - GMAXSHARP, lerp(-GMAXSHARP, 0.0, x-1.0));
|
||
|
}
|
||
|
|
||
|
|
||
|
float4 PS_GSHARP2(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
|
||
|
{
|
||
|
float2 texCoord = vTexCoord;
|
||
|
float4 SourceSize = float4(1.0 / NormalizedInternalPixelSize, NormalizedInternalPixelSize);
|
||
|
|
||
|
float2 pos = vTexCoord * SourceSize.xy-0.5;
|
||
|
float2 f = -frac(pos);
|
||
|
float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
|
||
|
float3 color = 0.0.xxx;
|
||
|
float2 dx = float2(SourceSize.z, 0.0);
|
||
|
float2 dy = float2(0.0, SourceSize.w);
|
||
|
|
||
|
float w, fp;
|
||
|
float wsum = 0.0;
|
||
|
float3 pixel;
|
||
|
float3 cmax = 0.0.xxx;
|
||
|
float3 cmin = 1.0.xxx;
|
||
|
float FPR = GSHARP0;
|
||
|
float FPR2 = 2.0*FPR;
|
||
|
float FPR3 = FPR2*FPR2;
|
||
|
float LOOPSIZE = ceil(FPR2);
|
||
|
float y = -LOOPSIZE+1.0;
|
||
|
float x = 0.0;
|
||
|
|
||
|
do
|
||
|
{
|
||
|
x = -LOOPSIZE + 1.0;
|
||
|
|
||
|
do
|
||
|
{
|
||
|
fp = dot(float2(x+f.x,y+f.y),float2(x+f.x,y+f.y));
|
||
|
if (fp >= FPR3) w = 0.0;
|
||
|
else
|
||
|
{
|
||
|
pixel = tex2D(sBackBuffer, tex + x*dx + y*dy).rgb;
|
||
|
fp = sqrt(fp)/FPR;
|
||
|
w = getw(fp);
|
||
|
if (w >= 0.0) { cmin = min(cmin, pixel); cmax = max(cmax, pixel); }
|
||
|
color = color + w * pixel;
|
||
|
wsum = wsum + w;
|
||
|
}
|
||
|
x = x + 1.0;
|
||
|
|
||
|
} while (x <= LOOPSIZE);
|
||
|
|
||
|
y = y + 1.0;
|
||
|
|
||
|
} while (y <= LOOPSIZE);
|
||
|
|
||
|
color = color / wsum;
|
||
|
|
||
|
color = lerp(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), GPAR);
|
||
|
|
||
|
return float4(color, 1.0);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
technique GSHARP2
|
||
|
{
|
||
|
pass
|
||
|
{
|
||
|
VertexShader = PostProcessVS;
|
||
|
PixelShader = PS_GSHARP2;
|
||
|
}
|
||
|
}
|