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https://github.com/RetroDECK/Duckstation.git
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9189588554
- Add crt-geom, super-xbr, geom, multi-LUT, deblur-luma, bicubic and lanczos3. All .fx shaders; - Added some LUTs.
152 lines
4.5 KiB
HLSL
152 lines
4.5 KiB
HLSL
#include "ReShade.fxh"
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/*
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Deblur-Luma Shader
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Copyright (C) 2005 - 2024 guest(r) - guest.r@gmail.com
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Luma adaptation by Hyllian
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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 OFFSET <
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ui_type = "drag";
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ui_min = 0.25;
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ui_max = 4.0;
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ui_step = 0.25;
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ui_label = "Deblur offset";
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> = 2.0;
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uniform float DEBLUR <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 7.0;
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ui_step = 0.25;
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ui_label = "Deblur str.";
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> = 1.75;
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uniform float SMART <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.05;
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ui_label = "Smart deblur";
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> = 1.0;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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static const float3 luma = float3(0.299,0.587,0.114);
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static const float4 res = float4(0.0001, 0.0001, 0.0001, 0.0001);
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static const float4 uno = float4(1.,1.,1.,1.);
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float min8(float4 a4, float4 b4)
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{
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float4 ab4 = min(a4, b4); float2 ab2 = min(ab4.xy, ab4.zw); return min(ab2.x, ab2.y);
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}
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float max8(float4 a4, float4 b4)
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{
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float4 ab4 = max(a4, b4); float2 ab2 = max(ab4.xy, ab4.zw); return max(ab2.x, ab2.y);
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}
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struct ST_VertexOut
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{
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float4 t1 : TEXCOORD1;
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float4 t2 : TEXCOORD2;
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float4 t3 : TEXCOORD3;
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};
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// Vertex shader generating a triangle covering the entire screen
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void VS_Deblur_Luma(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out ST_VertexOut vVARS)
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{
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texcoord.x = (id == 2) ? 2.0 : 0.0;
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texcoord.y = (id == 1) ? 2.0 : 0.0;
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position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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float dx = OFFSET/ViewportSize.x;
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float dy = OFFSET/ViewportSize.y;
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vVARS.t1 = texcoord.xxxy + float4( -dx, 0.0, dx, -dy); // c00 c10 c20
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vVARS.t2 = texcoord.xxxy + float4( -dx, 0.0, dx, 0.0); // c01 c11 c21
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vVARS.t3 = texcoord.xxxy + float4( -dx, 0.0, dx, dy); // c02 c12 c22
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}
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float4 PS_Deblur_Luma(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in ST_VertexOut vVARS) : SV_Target
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{
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float3 c11 = tex2D(ReShade::BackBuffer, vVARS.t2.yw).xyz;
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float3 c00 = tex2D(ReShade::BackBuffer, vVARS.t1.xw).xyz;
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float3 c20 = tex2D(ReShade::BackBuffer, vVARS.t1.zw).xyz;
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float3 c22 = tex2D(ReShade::BackBuffer, vVARS.t3.zw).xyz;
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float3 c02 = tex2D(ReShade::BackBuffer, vVARS.t3.xw).xyz;
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float3 c10 = tex2D(ReShade::BackBuffer, vVARS.t1.yw).xyz;
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float3 c21 = tex2D(ReShade::BackBuffer, vVARS.t2.zw).xyz;
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float3 c12 = tex2D(ReShade::BackBuffer, vVARS.t3.yw).xyz;
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float3 c01 = tex2D(ReShade::BackBuffer, vVARS.t2.xw).xyz;
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float4x3 chv = float4x3(c10, c01, c21, c12);
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float4x3 cdi = float4x3(c00, c02, c20, c22);
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float4 CHV = mul(chv, luma);
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float4 CDI = mul(cdi, luma);
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float C11 = dot(c11, luma);
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float mn1 = min8(CHV, CDI);
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float mx1 = max8(CHV, CDI);
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float2 mnmx = float2(min(C11, mn1), max(C11, mx1));
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float2 dif = abs(float2(C11, C11) - mnmx) + res.xy;
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dif = pow(dif, float2(DEBLUR, DEBLUR));
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float D11 = dot(dif, mnmx.yx)/(dif.x + dif.y);
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float k11 = 1.0/(abs(C11 - D11) + res.x);
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float4 khv = float4(1.0/(abs(CHV-float4(D11, D11, D11, D11)) + res));
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float4 kdi = float4(1.0/(abs(CDI-float4(D11, D11, D11, D11)) + res));
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float avg = (dot(khv + kdi, uno) + k11)/10.0;
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khv = max(khv-float4(avg, avg, avg, avg), float4(0.0, 0.0, 0.0, 0.0));
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kdi = max(kdi-float4(avg, avg, avg, avg), float4(0.0, 0.0, 0.0, 0.0));
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k11 = max(k11-avg, 0.0);
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float3 d11 = (mul(khv, chv) + mul(kdi, cdi) + (k11 + res.x)*c11) / (dot(khv + kdi, uno) + k11 + res.x);
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float contrast = mnmx.y - mnmx.x;
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c11 = lerp(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0));
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c11 = lerp(d11, c11, SMART);
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return float4(c11, 1.0);
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}
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technique Deblur_Luma
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{
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pass
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{
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VertexShader = VS_Deblur_Luma;
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PixelShader = PS_Deblur_Luma;
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}
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}
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