0ad/binaries/data/mods/mod/shaders/glsl/cas.fs
Ralph Sennhauser 58219b974c
Fix trailing whitespace and add pre-commit hook
Some have their editor configured to remove trailing whitespace and
editing such a file would "fix" it, adding an unrelated change.

Fix whitespace violations excluding third party libs and generated files
like glad or patches.

Enable pre-commit hook trailing-whitespace to enforce it in the future.

Fixes: #8016
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-06-15 20:08:48 +02:00

101 lines
3.7 KiB
GLSL

#version 110
// LICENSE
// =======
// Copyright (c) 2020 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
// GLSL port of the CasFilter() (no scaling). https://github.com/GPUOpen-Effects/FidelityFX-CAS/blob/master/ffx-cas/ffx_cas.h
#include "common/fragment.h"
#include "common/stage.h"
BEGIN_DRAW_TEXTURES
TEXTURE_2D(0, renderedTex)
END_DRAW_TEXTURES
BEGIN_DRAW_UNIFORMS
UNIFORM(float, width)
UNIFORM(float, height)
UNIFORM(float, sharpness)
END_DRAW_UNIFORMS
VERTEX_OUTPUT(0, vec2, v_tex);
float saturate(float inputFloat)
{
return clamp(inputFloat, 0.0, 1.0);
}
vec3 saturate(vec3 inputFloat)
{
return vec3(saturate(inputFloat.x), saturate(inputFloat.y), saturate(inputFloat.z));
}
vec3 sharpen(sampler2D tex)
{
vec2 invSSize = vec2(1.0 / width, 1.0 / height);
// No scaling algorithm uses a minimal 3x3 neighborhood around the pixel 'e',
// a b c
// d(e)f
// g h i
vec3 a = SAMPLE_2D(tex, v_tex + vec2(-1.0, -1.0) * invSSize).rgb;
vec3 b = SAMPLE_2D(tex, v_tex + vec2(0.0, -1.0) * invSSize).rgb;
vec3 c = SAMPLE_2D(tex, v_tex + vec2(1.0, -1.0) * invSSize).rgb;
vec3 d = SAMPLE_2D(tex, v_tex + vec2(-1.0, 0.0) * invSSize).rgb;
vec3 e = SAMPLE_2D(tex, v_tex + vec2(0.0, 0.0) * invSSize).rgb;
vec3 f = SAMPLE_2D(tex, v_tex + vec2(1.0, 0.0) * invSSize).rgb;
vec3 g = SAMPLE_2D(tex, v_tex + vec2(-1.0, 1.0) * invSSize).rgb;
vec3 h = SAMPLE_2D(tex, v_tex + vec2(0.0, 1.0) * invSSize).rgb;
vec3 i = SAMPLE_2D(tex, v_tex + vec2(1.0, 1.0) * invSSize).rgb;
// 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).
vec3 mnRGB = min(min(min(d, e), min(f, b)), h);
vec3 mnRGB2 = min(mnRGB, min(min(a, c), min(g, i)));
mnRGB += mnRGB2;
vec3 mxRGB = max(max(max(d, e), max(f, b)), h);
vec3 mxRGB2 = max(mxRGB, max(max(a, c), max(g, i)));
mxRGB += mxRGB2;
// Smooth minimum distance to signal limit divided by smooth max.
vec3 rcpMRGB = 1.0 / (mxRGB);
vec3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB);
// Shaping amount of sharpening.
ampRGB = sqrt(ampRGB);
float peak = -1.0 / (8.0 - 3.0 * sharpness);
vec3 wRGB = ampRGB * peak;
vec3 rcpWeightRGB = 1.0 / (1.0 + 4.0 * wRGB);
// 0 w 0
// Filter shape: w 1 w
// 0 w 0
vec3 outColor = saturate(((b + d + f + h) * wRGB + e) * rcpWeightRGB);
return outColor;
}
void main()
{
OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(sharpen(GET_DRAW_TEXTURE_2D(renderedTex)), 1.0));
}