mirror of
https://github.com/RetroDECK/Duckstation.git
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167 lines
4.4 KiB
HLSL
167 lines
4.4 KiB
HLSL
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#include "ReShade.fxh"
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/*
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Bilateral - Smart
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Copyright (C) 2024 guest(r)
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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uniform float FRANGE <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 10.0;
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ui_step = 1.0;
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ui_label = "Filter Range";
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> = 5.0;
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uniform float FBSMOOTH <
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ui_type = "drag";
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ui_min = 0.05;
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ui_max = 1.0;
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ui_step = 0.025;
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ui_label = "Filter Base Smoothing";
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> = 0.3;
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uniform float FSIGMA <
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ui_type = "drag";
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ui_min = 0.15;
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ui_max = 1.5;
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ui_step = 0.05;
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ui_label = "Filter Strength";
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> = 1.0;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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texture2D tBilateral_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
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sampler2D sBilateral_P0{Texture=tBilateral_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define FSIGMA1 (1.0/FSIGMA)
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#define COMPAT_TEXTURE(c,d) tex2D(c,d)
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float wt(float3 A, float3 B)
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{
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return clamp(FBSMOOTH - 2.33*dot(abs(A-B),1.0.xxx)/(dot(A+B,1.0.xxx)+1.0), 0.0, 0.25);
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}
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float getw(float x, float3 c, float3 p)
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{
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float y = pow(max(1.0-x,0.0), FSIGMA1);
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float d = wt(c,p);
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return y*d;
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}
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float4 PS_Bilateral_X(float4 position: SV_Position, float2 vTexCoord : TEXCOORD) : SV_Target
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{
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float4 SourceSize = float4((ViewportSize*BufferToViewportRatio), 1.0/(ViewportSize*BufferToViewportRatio));
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// float4 SourceSize = float4(1.0/NormalizedNativePixelSize, NormalizedNativePixelSize);
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float2 pos = vTexCoord * SourceSize.xy;
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float f = 0.5-frac(pos.x);
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float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
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float2 dx = float2(SourceSize.z, 0.0);
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float w, fp;
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float wsum = 0.0;
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float3 pixel;
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float FPR = FRANGE;
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float FPR1 = 1.0/FPR;
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float LOOPSIZE = FPR;
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float x = -FPR;
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float3 comp = COMPAT_TEXTURE(sBackBuffer, tex).rgb;
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float3 color = 0.0.xxx;
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do
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{
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pixel = COMPAT_TEXTURE(sBackBuffer, tex + x*dx).rgb;
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fp = min(abs(x+f),FPR)*FPR1;
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w = getw(fp,comp,pixel);
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color = color + w * pixel;
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wsum = wsum + w;
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x = x + 1.0;
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} while (x <= LOOPSIZE);
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color = color / wsum;
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return float4(color, 1.0);
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}
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float4 PS_Bilateral_Y(float4 position: SV_Position, float2 vTexCoord : TEXCOORD) : SV_Target
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{
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float4 SourceSize = float4((ViewportSize*BufferToViewportRatio), 1.0/(ViewportSize*BufferToViewportRatio));
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float2 pos = vTexCoord * SourceSize.xy;
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float f = 0.5-frac(pos.y);
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float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
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float2 dy = float2(0.0, SourceSize.w);
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float w, fp;
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float wsum = 0.0;
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float3 pixel;
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float FPR = FRANGE;
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float FPR1 = 1.0/FPR;
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float LOOPSIZE = FPR;
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float y = -FPR;
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float3 comp = COMPAT_TEXTURE(sBilateral_P0, tex).rgb;
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float3 color = 0.0.xxx;
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do
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{
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pixel = COMPAT_TEXTURE(sBilateral_P0, tex + y*dy).rgb;
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fp = min(abs(y+f),FPR)*FPR1;
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w = getw(fp,comp,pixel);
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color = color + w * pixel;
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wsum = wsum + w;
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y = y + 1.0;
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} while (y <= LOOPSIZE);
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color = color / wsum;
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return float4(color, 1.0);
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}
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technique Bilateral
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_Bilateral_X;
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RenderTarget = tBilateral_P0;
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}
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_Bilateral_Y;
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}
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}
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