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| 1 | +// MIT License |
| 2 | +// |
| 3 | +// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved. |
| 4 | +// |
| 5 | +// Permission is hereby granted, free of charge, to any person obtaining a copy |
| 6 | +// of this software and associated documentation files (the "Software"), to deal |
| 7 | +// in the Software without restriction, including without limitation the rights |
| 8 | +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
| 9 | +// copies of the Software, and to permit persons to whom the Software is |
| 10 | +// furnished to do so, subject to the following conditions: |
| 11 | +// |
| 12 | +// The above copyright notice and this permission notice shall be included in all |
| 13 | +// copies or substantial portions of the Software. |
| 14 | +// |
| 15 | +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| 16 | +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| 17 | +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
| 18 | +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| 19 | +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| 20 | +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
| 21 | +// SOFTWARE. |
| 22 | + |
| 23 | +// Set precision for OpenGL ES |
| 24 | +#ifdef GL_ES |
| 25 | +precision mediump float; |
| 26 | +precision mediump int; |
| 27 | +#endif |
| 28 | + |
| 29 | +// Texture sampler for input image |
| 30 | +uniform sampler2D sampler0; |
| 31 | + |
| 32 | +// Texture coordinate delta (1.0 / viewport size) |
| 33 | +uniform vec2 u_texelDelta; |
| 34 | + |
| 35 | +// User settings: |
| 36 | +// u_setting.x = sharpness value (0.0 to 1.0) |
| 37 | +uniform vec4 u_setting; |
| 38 | + |
| 39 | +// Interpolated texture coordinates from vertex shader |
| 40 | +varying vec2 v_texcoord0; |
| 41 | + |
| 42 | +// Split-screen divider width for comparison views |
| 43 | +const float lineWidth = 0.005; |
| 44 | + |
| 45 | +// Luminance coefficients based on Rec. 709 standard |
| 46 | +// Used for converting RGB to perceptually weighted luminance |
| 47 | +const vec3 lumCoef = vec3(0.2126, 0.7152, 0.0722); |
| 48 | + |
| 49 | +// RCAS (Robust Contrast Adaptive Sharpening) constants |
| 50 | +// Peak negative lobe strength and its inverse |
| 51 | +const float rcasPeak = 8.0 - 3.0; // Peak negative lobe strength |
| 52 | +const float rcasInvPeak = 1.0 / rcasPeak; // Inverse of peak strength |
| 53 | + |
| 54 | +// Small epsilon value for numerical stability |
| 55 | +// Matches AMD's reference implementation |
| 56 | +const float FSR_EPS = 0.0001; |
| 57 | + |
| 58 | +// Cross-shaped sampling pattern offsets (N, W, E, S) |
| 59 | +// Used for 4-tap cross sampling around center pixel |
| 60 | +const vec2 crossOffsets[4] = vec2[4]( |
| 61 | + vec2( 0.0, -1.0), // North |
| 62 | + vec2(-1.0, 0.0), // West |
| 63 | + vec2( 1.0, 0.0), // East |
| 64 | + vec2( 0.0, 1.0) // South |
| 65 | +); |
| 66 | + |
| 67 | +// Vanilla RCAS kernel implementation (no edge-aware weighting) |
| 68 | +// Performs contrast adaptive sharpening on the input texture |
| 69 | +vec4 FsrRcasVanilla(vec2 uv) { |
| 70 | + // Sample center pixel and convert to luminance |
| 71 | + vec3 C = texture2D(sampler0, uv).rgb; |
| 72 | + float CL = dot(C, lumCoef); |
| 73 | + |
| 74 | + // Sample the 4 cross neighbors and convert to luminance |
| 75 | + vec3 N = texture2D(sampler0, uv + crossOffsets[0] * u_texelDelta).rgb; // North |
| 76 | + vec3 W = texture2D(sampler0, uv + crossOffsets[1] * u_texelDelta).rgb; // West |
| 77 | + vec3 E = texture2D(sampler0, uv + crossOffsets[2] * u_texelDelta).rgb; // East |
| 78 | + vec3 S = texture2D(sampler0, uv + crossOffsets[3] * u_texelDelta).rgb; // South |
| 79 | + |
| 80 | + float NL = dot(N, lumCoef); // North luminance |
| 81 | + float WL = dot(W, lumCoef); // West luminance |
| 82 | + float EL = dot(E, lumCoef); // East luminance |
| 83 | + float SL = dot(S, lumCoef); // South luminance |
| 84 | + |
| 85 | + // Calculate adaptive amplification factor to prevent oversharpening |
| 86 | + // Uses min/max range analysis to determine safe sharpening strength |
| 87 | + vec3 minRGB = min(min(min(N, W), min(E, S)), C); // Minimum RGB in 5-tap neighborhood |
| 88 | + vec3 maxRGB = max(max(max(N, W), max(E, S)), C); // Maximum RGB in 5-tap neighborhood |
| 89 | + vec3 invMax = 1.0 / (maxRGB + FSR_EPS); // Inverse of maximum (with epsilon) |
| 90 | + vec3 amp = clamp(min(minRGB, 2.0 - maxRGB) * invMax, 0.0, 1.0); // Amplification factor |
| 91 | + amp = inversesqrt(amp + FSR_EPS); // Inverse square root for non-linearity |
| 92 | + |
| 93 | + // Calculate sharpening weight based on amplification |
| 94 | + float w = -rcasInvPeak / dot(amp, lumCoef); |
| 95 | + |
| 96 | + // Compute sharpened luminance using contrast adaptive formula |
| 97 | + float sumL = NL + WL + EL + SL; // Sum of neighbor luminances |
| 98 | + float invDen = 1.0 / (4.0 * w + 1.0); // Inverse denominator |
| 99 | + float sharpL = clamp((sumL * w + CL) * invDen, 0.0, 1.0); // Sharpened luminance |
| 100 | + |
| 101 | + // Reconstruct color by preserving chroma (hue/saturation) |
| 102 | + // This prevents color shifts during sharpening |
| 103 | + vec3 chroma = C - vec3(CL); // Extract chroma (color without brightness) |
| 104 | + vec3 sharpColor = chroma + vec3(sharpL); // Apply sharpened luminance to chroma |
| 105 | + |
| 106 | + // Blend between original and sharpened based on user sharpness setting |
| 107 | + // u_setting.x controls the blend: 0.0 = original, 1.0 = fully sharpened |
| 108 | + vec3 outColor = mix(C, sharpColor, u_setting.x); |
| 109 | + |
| 110 | + return vec4(outColor, 1.0); |
| 111 | +} |
| 112 | + |
| 113 | +// Main fragment shader entry point |
| 114 | +void main() { |
| 115 | + // Apply RCAS sharpening to the current fragment |
| 116 | + gl_FragColor = FsrRcasVanilla(v_texcoord0); |
| 117 | +} |
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