453 lines
16 KiB
Plaintext
453 lines
16 KiB
Plaintext
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// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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// FidelityFX FSR v1.0.2 by AMD
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// ported to mpv by agyild
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// Changelog
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// Made it compatible with pre-OpenGL 4.0 renderers
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// Made it directly operate on LUMA plane, since the original shader was operating on LUMA by deriving it from RGB. This should cause a major increase in performance, especially on OpenGL 4.0+ renderers (4+2 texture lookups vs. 12+5)
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// Removed transparency preservation mechanism since the alpha channel is a separate source plane than LUMA
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// Added optional performance-saving lossy optimizations to EASU (Credit: atyuwen, https://atyuwen.github.io/posts/optimizing-fsr/)
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//
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// Notes
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// Per AMD's guidelines only upscales content up to 4x (e.g., 1080p -> 2160p, 720p -> 1440p etc.) and everything else in between,
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// that means FSR will scale up to 4x at maximum, and any further scaling will be processed by mpv's scalers
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//!HOOK LUMA
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//!BIND HOOKED
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//!SAVE EASUTEX
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//!DESC FidelityFX Super Resolution v1.0.2 (EASU)
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//!WHEN OUTPUT.w OUTPUT.h * LUMA.w LUMA.h * / 1.0 >
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//!WIDTH OUTPUT.w OUTPUT.w LUMA.w 2 * < * LUMA.w 2 * OUTPUT.w LUMA.w 2 * > * + OUTPUT.w OUTPUT.w LUMA.w 2 * = * +
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//!HEIGHT OUTPUT.h OUTPUT.h LUMA.h 2 * < * LUMA.h 2 * OUTPUT.h LUMA.h 2 * > * + OUTPUT.h OUTPUT.h LUMA.h 2 * = * +
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//!COMPONENTS 1
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// User variables - EASU
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#define FSR_PQ 0 // Whether the source content has PQ gamma or not. Needs to be set to the same value for both passes. 0 or 1.
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#define FSR_EASU_DERING 1 // If set to 0, disables deringing for a small increase in performance. 0 or 1.
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#define FSR_EASU_SIMPLE_ANALYSIS 0 // If set to 1, uses a simpler single-pass direction and length analysis for an increase in performance. 0 or 1.
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#define FSR_EASU_QUIT_EARLY 0 // If set to 1, uses bilinear filtering for non-edge pixels and skips EASU on those regions for an increase in performance. 0 or 1.
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// Shader code
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#ifndef FSR_EASU_DIR_THRESHOLD
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#if (FSR_EASU_QUIT_EARLY == 1)
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#define FSR_EASU_DIR_THRESHOLD 64.0
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#elif (FSR_EASU_QUIT_EARLY == 0)
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#define FSR_EASU_DIR_THRESHOLD 32768.0
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#endif
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#endif
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float APrxLoRcpF1(float a) {
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return uintBitsToFloat(uint(0x7ef07ebb) - floatBitsToUint(a));
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}
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float APrxLoRsqF1(float a) {
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return uintBitsToFloat(uint(0x5f347d74) - (floatBitsToUint(a) >> uint(1)));
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}
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float AMin3F1(float x, float y, float z) {
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return min(x, min(y, z));
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}
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float AMax3F1(float x, float y, float z) {
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return max(x, max(y, z));
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}
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#if (FSR_PQ == 1)
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float ToGamma2(float a) {
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return pow(a, 4.0);
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}
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#endif
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// Filtering for a given tap for the scalar.
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void FsrEasuTap(
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inout float aC, // Accumulated color, with negative lobe.
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inout float aW, // Accumulated weight.
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vec2 off, // Pixel offset from resolve position to tap.
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vec2 dir, // Gradient direction.
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vec2 len, // Length.
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float lob, // Negative lobe strength.
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float clp, // Clipping point.
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float c){ // Tap color.
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// Rotate offset by direction.
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vec2 v;
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v.x = (off.x * ( dir.x)) + (off.y * dir.y);
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v.y = (off.x * (-dir.y)) + (off.y * dir.x);
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// Anisotropy.
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v *= len;
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// Compute distance^2.
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float d2 = v.x * v.x + v.y * v.y;
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// Limit to the window as at corner, 2 taps can easily be outside.
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d2 = min(d2, clp);
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// Approximation of lancos2 without sin() or rcp(), or sqrt() to get x.
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// (25/16 * (2/5 * x^2 - 1)^2 - (25/16 - 1)) * (1/4 * x^2 - 1)^2
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// |_______________________________________| |_______________|
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// base window
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// The general form of the 'base' is,
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// (a*(b*x^2-1)^2-(a-1))
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// Where 'a=1/(2*b-b^2)' and 'b' moves around the negative lobe.
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float wB = float(2.0 / 5.0) * d2 + -1.0;
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float wA = lob * d2 + -1.0;
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wB *= wB;
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wA *= wA;
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wB = float(25.0 / 16.0) * wB + float(-(25.0 / 16.0 - 1.0));
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float w = wB * wA;
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// Do weighted average.
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aC += c * w;
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aW += w;
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}
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// Accumulate direction and length.
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void FsrEasuSet(
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inout vec2 dir,
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inout float len,
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vec2 pp,
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#if (FSR_EASU_SIMPLE_ANALYSIS == 1)
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float b, float c,
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float i, float j, float f, float e,
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float k, float l, float h, float g,
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float o, float n
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#elif (FSR_EASU_SIMPLE_ANALYSIS == 0)
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bool biS, bool biT, bool biU, bool biV,
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float lA, float lB, float lC, float lD, float lE
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#endif
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){
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// Compute bilinear weight, branches factor out as predicates are compiler time immediates.
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// s t
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// u v
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#if (FSR_EASU_SIMPLE_ANALYSIS == 1)
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vec4 w = vec4(0.0);
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w.x = (1.0 - pp.x) * (1.0 - pp.y);
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w.y = pp.x * (1.0 - pp.y);
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w.z = (1.0 - pp.x) * pp.y;
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w.w = pp.x * pp.y;
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float lA = dot(w, vec4(b, c, f, g));
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float lB = dot(w, vec4(e, f, i, j));
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float lC = dot(w, vec4(f, g, j, k));
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float lD = dot(w, vec4(g, h, k, l));
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float lE = dot(w, vec4(j, k, n, o));
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#elif (FSR_EASU_SIMPLE_ANALYSIS == 0)
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float w = 0.0;
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if (biS)
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w = (1.0 - pp.x) * (1.0 - pp.y);
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if (biT)
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w = pp.x * (1.0 - pp.y);
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if (biU)
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w = (1.0 - pp.x) * pp.y;
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if (biV)
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w = pp.x * pp.y;
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#endif
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// Direction is the '+' diff.
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// a
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// b c d
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// e
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// Then takes magnitude from abs average of both sides of 'c'.
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// Length converts gradient reversal to 0, smoothly to non-reversal at 1, shaped, then adding horz and vert terms.
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float dc = lD - lC;
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float cb = lC - lB;
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float lenX = max(abs(dc), abs(cb));
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lenX = APrxLoRcpF1(lenX);
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float dirX = lD - lB;
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lenX = clamp(abs(dirX) * lenX, 0.0, 1.0);
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lenX *= lenX;
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// Repeat for the y axis.
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float ec = lE - lC;
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float ca = lC - lA;
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float lenY = max(abs(ec), abs(ca));
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lenY = APrxLoRcpF1(lenY);
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float dirY = lE - lA;
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lenY = clamp(abs(dirY) * lenY, 0.0, 1.0);
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lenY *= lenY;
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#if (FSR_EASU_SIMPLE_ANALYSIS == 1)
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len = lenX + lenY;
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dir = vec2(dirX, dirY);
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#elif (FSR_EASU_SIMPLE_ANALYSIS == 0)
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dir += vec2(dirX, dirY) * w;
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len += dot(vec2(w), vec2(lenX, lenY));
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#endif
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}
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vec4 hook() {
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// Result
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vec4 pix = vec4(0.0, 0.0, 0.0, 1.0);
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//------------------------------------------------------------------------------------------------------------------------------
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// +---+---+
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// | | |
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// +--(0)--+
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// | b | c |
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// +---F---+---+---+
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// | e | f | g | h |
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// +--(1)--+--(2)--+
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// | i | j | k | l |
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// +---+---+---+---+
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// | n | o |
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// +--(3)--+
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// | | |
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// +---+---+
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// Get position of 'F'.
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vec2 pp = HOOKED_pos * HOOKED_size - vec2(0.5);
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vec2 fp = floor(pp);
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pp -= fp;
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//------------------------------------------------------------------------------------------------------------------------------
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// 12-tap kernel.
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// b c
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// e f g h
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// i j k l
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// n o
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// Gather 4 ordering.
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// a b
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// r g
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// Allowing dead-code removal to remove the 'z's.
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#if (defined(HOOKED_gather) && (__VERSION__ >= 400 || (GL_ES && __VERSION__ >= 310)))
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vec4 bczzL = HOOKED_gather(vec2((fp + vec2(1.0, -1.0)) * HOOKED_pt), 0);
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vec4 ijfeL = HOOKED_gather(vec2((fp + vec2(0.0, 1.0)) * HOOKED_pt), 0);
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vec4 klhgL = HOOKED_gather(vec2((fp + vec2(2.0, 1.0)) * HOOKED_pt), 0);
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vec4 zzonL = HOOKED_gather(vec2((fp + vec2(1.0, 3.0)) * HOOKED_pt), 0);
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#else
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// pre-OpenGL 4.0 compatibility
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float b = HOOKED_tex(vec2((fp + vec2(0.5, -0.5)) * HOOKED_pt)).r;
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float c = HOOKED_tex(vec2((fp + vec2(1.5, -0.5)) * HOOKED_pt)).r;
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float e = HOOKED_tex(vec2((fp + vec2(-0.5, 0.5)) * HOOKED_pt)).r;
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float f = HOOKED_tex(vec2((fp + vec2( 0.5, 0.5)) * HOOKED_pt)).r;
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float g = HOOKED_tex(vec2((fp + vec2( 1.5, 0.5)) * HOOKED_pt)).r;
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float h = HOOKED_tex(vec2((fp + vec2( 2.5, 0.5)) * HOOKED_pt)).r;
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float i = HOOKED_tex(vec2((fp + vec2(-0.5, 1.5)) * HOOKED_pt)).r;
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float j = HOOKED_tex(vec2((fp + vec2( 0.5, 1.5)) * HOOKED_pt)).r;
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float k = HOOKED_tex(vec2((fp + vec2( 1.5, 1.5)) * HOOKED_pt)).r;
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float l = HOOKED_tex(vec2((fp + vec2( 2.5, 1.5)) * HOOKED_pt)).r;
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float n = HOOKED_tex(vec2((fp + vec2(0.5, 2.5) ) * HOOKED_pt)).r;
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float o = HOOKED_tex(vec2((fp + vec2(1.5, 2.5) ) * HOOKED_pt)).r;
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vec4 bczzL = vec4(b, c, 0.0, 0.0);
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vec4 ijfeL = vec4(i, j, f, e);
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vec4 klhgL = vec4(k, l, h, g);
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vec4 zzonL = vec4(0.0, 0.0, o, n);
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#endif
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//------------------------------------------------------------------------------------------------------------------------------
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// Rename.
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float bL = bczzL.x;
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float cL = bczzL.y;
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float iL = ijfeL.x;
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float jL = ijfeL.y;
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float fL = ijfeL.z;
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float eL = ijfeL.w;
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float kL = klhgL.x;
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float lL = klhgL.y;
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float hL = klhgL.z;
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float gL = klhgL.w;
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float oL = zzonL.z;
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float nL = zzonL.w;
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#if (FSR_PQ == 1)
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// Not the most performance-friendly solution, but should work until mpv adds proper gamma transformation functions for shaders
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bL = ToGamma2(bL);
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cL = ToGamma2(cL);
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iL = ToGamma2(iL);
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jL = ToGamma2(jL);
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fL = ToGamma2(fL);
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eL = ToGamma2(eL);
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kL = ToGamma2(kL);
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lL = ToGamma2(lL);
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hL = ToGamma2(hL);
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gL = ToGamma2(gL);
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oL = ToGamma2(oL);
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nL = ToGamma2(nL);
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#endif
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// Accumulate for bilinear interpolation.
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vec2 dir = vec2(0.0);
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float len = 0.0;
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#if (FSR_EASU_SIMPLE_ANALYSIS == 1)
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FsrEasuSet(dir, len, pp, bL, cL, iL, jL, fL, eL, kL, lL, hL, gL, oL, nL);
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#elif (FSR_EASU_SIMPLE_ANALYSIS == 0)
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FsrEasuSet(dir, len, pp, true, false, false, false, bL, eL, fL, gL, jL);
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FsrEasuSet(dir, len, pp, false, true, false, false, cL, fL, gL, hL, kL);
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FsrEasuSet(dir, len, pp, false, false, true, false, fL, iL, jL, kL, nL);
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FsrEasuSet(dir, len, pp, false, false, false, true, gL, jL, kL, lL, oL);
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#endif
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//------------------------------------------------------------------------------------------------------------------------------
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// Normalize with approximation, and cleanup close to zero.
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vec2 dir2 = dir * dir;
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float dirR = dir2.x + dir2.y;
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bool zro = dirR < float(1.0 / FSR_EASU_DIR_THRESHOLD);
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dirR = APrxLoRsqF1(dirR);
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#if (FSR_EASU_QUIT_EARLY == 1)
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if (zro) {
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vec4 w = vec4(0.0);
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w.x = (1.0 - pp.x) * (1.0 - pp.y);
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w.y = pp.x * (1.0 - pp.y);
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w.z = (1.0 - pp.x) * pp.y;
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w.w = pp.x * pp.y;
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pix.r = clamp(dot(w, vec4(fL, gL, jL, kL)), 0.0, 1.0);
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return pix;
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}
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#elif (FSR_EASU_QUIT_EARLY == 0)
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dirR = zro ? 1.0 : dirR;
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dir.x = zro ? 1.0 : dir.x;
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#endif
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dir *= vec2(dirR);
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// Transform from {0 to 2} to {0 to 1} range, and shape with square.
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len = len * 0.5;
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len *= len;
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// Stretch kernel {1.0 vert|horz, to sqrt(2.0) on diagonal}.
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float stretch = (dir.x * dir.x + dir.y * dir.y) * APrxLoRcpF1(max(abs(dir.x), abs(dir.y)));
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// Anisotropic length after rotation,
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// x := 1.0 lerp to 'stretch' on edges
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// y := 1.0 lerp to 2x on edges
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vec2 len2 = vec2(1.0 + (stretch - 1.0) * len, 1.0 + -0.5 * len);
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// Based on the amount of 'edge',
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// the window shifts from +/-{sqrt(2.0) to slightly beyond 2.0}.
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float lob = 0.5 + float((1.0 / 4.0 - 0.04) - 0.5) * len;
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// Set distance^2 clipping point to the end of the adjustable window.
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float clp = APrxLoRcpF1(lob);
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//------------------------------------------------------------------------------------------------------------------------------
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// Accumulation
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// b c
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// e f g h
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// i j k l
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// n o
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float aC = 0.0;
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float aW = 0.0;
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FsrEasuTap(aC, aW, vec2( 0.0,-1.0) - pp, dir, len2, lob, clp, bL); // b
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FsrEasuTap(aC, aW, vec2( 1.0,-1.0) - pp, dir, len2, lob, clp, cL); // c
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FsrEasuTap(aC, aW, vec2(-1.0, 1.0) - pp, dir, len2, lob, clp, iL); // i
|
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|
FsrEasuTap(aC, aW, vec2( 0.0, 1.0) - pp, dir, len2, lob, clp, jL); // j
|
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|
FsrEasuTap(aC, aW, vec2( 0.0, 0.0) - pp, dir, len2, lob, clp, fL); // f
|
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|
FsrEasuTap(aC, aW, vec2(-1.0, 0.0) - pp, dir, len2, lob, clp, eL); // e
|
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|
FsrEasuTap(aC, aW, vec2( 1.0, 1.0) - pp, dir, len2, lob, clp, kL); // k
|
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|
FsrEasuTap(aC, aW, vec2( 2.0, 1.0) - pp, dir, len2, lob, clp, lL); // l
|
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|
FsrEasuTap(aC, aW, vec2( 2.0, 0.0) - pp, dir, len2, lob, clp, hL); // h
|
||
|
FsrEasuTap(aC, aW, vec2( 1.0, 0.0) - pp, dir, len2, lob, clp, gL); // g
|
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|
FsrEasuTap(aC, aW, vec2( 1.0, 2.0) - pp, dir, len2, lob, clp, oL); // o
|
||
|
FsrEasuTap(aC, aW, vec2( 0.0, 2.0) - pp, dir, len2, lob, clp, nL); // n
|
||
|
//------------------------------------------------------------------------------------------------------------------------------
|
||
|
// Normalize and dering.
|
||
|
pix.r = aC / aW;
|
||
|
#if (FSR_EASU_DERING == 1)
|
||
|
float min1 = min(AMin3F1(fL, gL, jL), kL);
|
||
|
float max1 = max(AMax3F1(fL, gL, jL), kL);
|
||
|
pix.r = clamp(pix.r, min1, max1);
|
||
|
#endif
|
||
|
pix.r = clamp(pix.r, 0.0, 1.0);
|
||
|
|
||
|
return pix;
|
||
|
}
|
||
|
|
||
|
//!HOOK LUMA
|
||
|
//!BIND EASUTEX
|
||
|
//!DESC FidelityFX Super Resolution v1.0.2 (RCAS)
|
||
|
//!WIDTH EASUTEX.w
|
||
|
//!HEIGHT EASUTEX.h
|
||
|
//!COMPONENTS 1
|
||
|
|
||
|
// User variables - RCAS
|
||
|
#define SHARPNESS 0.2 // Controls the amount of sharpening. The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}. 0.0 to 2.0.
|
||
|
#define FSR_RCAS_DENOISE 1 // If set to 1, lessens the sharpening on noisy areas. Can be disabled for better performance. 0 or 1.
|
||
|
#define FSR_PQ 0 // Whether the source content has PQ gamma or not. Needs to be set to the same value for both passes. 0 or 1.
|
||
|
|
||
|
// Shader code
|
||
|
|
||
|
#define FSR_RCAS_LIMIT (0.25 - (1.0 / 16.0)) // This is set at the limit of providing unnatural results for sharpening.
|
||
|
|
||
|
float APrxMedRcpF1(float a) {
|
||
|
float b = uintBitsToFloat(uint(0x7ef19fff) - floatBitsToUint(a));
|
||
|
return b * (-b * a + 2.0);
|
||
|
}
|
||
|
|
||
|
float AMax3F1(float x, float y, float z) {
|
||
|
return max(x, max(y, z));
|
||
|
}
|
||
|
|
||
|
float AMin3F1(float x, float y, float z) {
|
||
|
return min(x, min(y, z));
|
||
|
}
|
||
|
|
||
|
#if (FSR_PQ == 1)
|
||
|
|
||
|
float FromGamma2(float a) {
|
||
|
return sqrt(sqrt(a));
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
vec4 hook() {
|
||
|
// Algorithm uses minimal 3x3 pixel neighborhood.
|
||
|
// b
|
||
|
// d e f
|
||
|
// h
|
||
|
#if (defined(EASUTEX_gather) && (__VERSION__ >= 400 || (GL_ES && __VERSION__ >= 310)))
|
||
|
vec3 bde = EASUTEX_gather(EASUTEX_pos + EASUTEX_pt * vec2(-0.5), 0).xyz;
|
||
|
float b = bde.z;
|
||
|
float d = bde.x;
|
||
|
float e = bde.y;
|
||
|
|
||
|
vec2 fh = EASUTEX_gather(EASUTEX_pos + EASUTEX_pt * vec2(0.5), 0).zx;
|
||
|
float f = fh.x;
|
||
|
float h = fh.y;
|
||
|
#else
|
||
|
float b = EASUTEX_texOff(vec2( 0.0, -1.0)).r;
|
||
|
float d = EASUTEX_texOff(vec2(-1.0, 0.0)).r;
|
||
|
float e = EASUTEX_tex(EASUTEX_pos).r;
|
||
|
float f = EASUTEX_texOff(vec2(1.0, 0.0)).r;
|
||
|
float h = EASUTEX_texOff(vec2(0.0, 1.0)).r;
|
||
|
#endif
|
||
|
|
||
|
// Min and max of ring.
|
||
|
float mn1L = min(AMin3F1(b, d, f), h);
|
||
|
float mx1L = max(AMax3F1(b, d, f), h);
|
||
|
|
||
|
// Immediate constants for peak range.
|
||
|
vec2 peakC = vec2(1.0, -1.0 * 4.0);
|
||
|
|
||
|
// Limiters, these need to be high precision RCPs.
|
||
|
float hitMinL = min(mn1L, e) / (4.0 * mx1L);
|
||
|
float hitMaxL = (peakC.x - max(mx1L, e)) / (4.0 * mn1L + peakC.y);
|
||
|
float lobeL = max(-hitMinL, hitMaxL);
|
||
|
float lobe = max(float(-FSR_RCAS_LIMIT), min(lobeL, 0.0)) * exp2(-clamp(float(SHARPNESS), 0.0, 2.0));
|
||
|
|
||
|
// Apply noise removal.
|
||
|
#if (FSR_RCAS_DENOISE == 1)
|
||
|
// Noise detection.
|
||
|
float nz = 0.25 * b + 0.25 * d + 0.25 * f + 0.25 * h - e;
|
||
|
nz = clamp(abs(nz) * APrxMedRcpF1(AMax3F1(AMax3F1(b, d, e), f, h) - AMin3F1(AMin3F1(b, d, e), f, h)), 0.0, 1.0);
|
||
|
nz = -0.5 * nz + 1.0;
|
||
|
lobe *= nz;
|
||
|
#endif
|
||
|
|
||
|
// Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
|
||
|
float rcpL = APrxMedRcpF1(4.0 * lobe + 1.0);
|
||
|
vec4 pix = vec4(0.0, 0.0, 0.0, 1.0);
|
||
|
pix.r = float((lobe * b + lobe * d + lobe * h + lobe * f + e) * rcpL);
|
||
|
#if (FSR_PQ == 1)
|
||
|
pix.r = FromGamma2(pix.r);
|
||
|
#endif
|
||
|
|
||
|
return pix;
|
||
|
}
|