// MIT License // // Copyright (c) 2021 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. #ifdef GL_ES precision mediump float; precision mediump int; #endif // ------------------------------------------------------------------ // Texture & uniforms // ------------------------------------------------------------------ #ifdef SHADER_API_D3D11 uniform sampler2D sampler0 : register(s0); #else uniform sampler2D sampler0; #endif uniform vec2 u_texelDelta; // 1.0 / viewportSize uniform vec4 u_setting; // x = user sharpness (0…1) varying vec2 v_texcoord0; // ------------------------------------------------------------------ // Constants // ------------------------------------------------------------------ const vec3 lumCoef = vec3(0.2126, 0.7152, 0.0722); // Rec.709 const float rcasPeak = 8.0 - 3.0; // = 5.0 const float rcasInvP = 1.0 / rcasPeak; const float FSR_EPS = 0.0001; // Offsets for 4-tap cross pattern const vec2 offN = vec2( 0.0,-1.0); const vec2 offW = vec2(-1.0, 0.0); const vec2 offE = vec2( 1.0, 0.0); const vec2 offS = vec2( 0.0, 1.0); // ------------------------------------------------------------------ // RCAS kernel – unchanged logic // ------------------------------------------------------------------ vec4 FsrRcasVanilla(vec2 uv) { vec3 C = texture2D(sampler0, uv).rgb; float CL = dot(C, lumCoef); vec3 N = texture2D(sampler0, uv + offN * u_texelDelta).rgb; vec3 W = texture2D(sampler0, uv + offW * u_texelDelta).rgb; vec3 E = texture2D(sampler0, uv + offE * u_texelDelta).rgb; vec3 S = texture2D(sampler0, uv + offS * u_texelDelta).rgb; float NL = dot(N, lumCoef); float WL = dot(W, lumCoef); float EL = dot(E, lumCoef); float SL = dot(S, lumCoef); // Adaptive range vec3 minRGB = min(min(min(N, W), min(E, S)), C); vec3 maxRGB = max(max(max(N, W), max(E, S)), C); vec3 invMax = 1.0 / (maxRGB + FSR_EPS); vec3 amp = clamp(min(minRGB, 2.0 - maxRGB) * invMax, 0.0, 1.0); amp = inversesqrt(amp + FSR_EPS); float w = -rcasInvP / dot(amp, lumCoef); float sumL = NL + WL + EL + SL; float invDen = 1.0 / (4.0 * w + 1.0); float sharpL = clamp((sumL * w + CL) * invDen, 0.0, 1.0); vec3 chroma = C - vec3(CL); vec3 sharpColor = chroma + vec3(sharpL); vec3 outColor = mix(C, sharpColor, u_setting.x); return vec4(outColor, 1.0); } // ------------------------------------------------------------------ void main() { gl_FragColor = FsrRcasVanilla(v_texcoord0); }