Files
better-xcloud/src/modules/player/shaders/clarity_boost.fs
2024-06-21 17:45:43 +07:00

122 lines
3.4 KiB
GLSL

const int FILTER_UNSHARP_MASKING = 1;
const int FILTER_CAS = 2;
precision highp float;
uniform sampler2D data;
uniform vec2 iResolution;
uniform int filterId;
uniform float sharpenFactor;
uniform float brightness;
uniform float contrast;
uniform float saturation;
vec3 textureAt(sampler2D tex, vec2 coord) {
return texture2D(tex, coord / iResolution.xy).rgb;
}
vec3 clarityBoost(sampler2D tex, vec2 coord)
{
// Load a collection of samples in a 3x3 neighorhood, where e is the current pixel.
// a b c
// d e f
// g h i
vec3 a = textureAt(tex, coord + vec2(-1, 1));
vec3 b = textureAt(tex, coord + vec2(0, 1));
vec3 c = textureAt(tex, coord + vec2(1, 1));
vec3 d = textureAt(tex, coord + vec2(-1, 0));
vec3 e = textureAt(tex, coord);
vec3 f = textureAt(tex, coord + vec2(1, 0));
vec3 g = textureAt(tex, coord + vec2(-1, -1));
vec3 h = textureAt(tex, coord + vec2(0, -1));
vec3 i = textureAt(tex, coord + vec2(1, -1));
if (filterId == FILTER_CAS) {
// 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 minRgb = min(min(min(d, e), min(f, b)), h);
vec3 minRgb2 = min(min(a, c), min(g, i));
minRgb += min(minRgb, minRgb2);
vec3 maxRgb = max(max(max(d, e), max(f, b)), h);
vec3 maxRgb2 = max(max(a, c), max(g, i));
maxRgb += max(maxRgb, maxRgb2);
// Smooth minimum distance to signal limit divided by smooth max.
vec3 reciprocalMaxRgb = 1.0 / maxRgb;
vec3 amplifyRgb = clamp(min(minRgb, 2.0 - maxRgb) * reciprocalMaxRgb, 0.0, 1.0);
// Shaping amount of sharpening.
amplifyRgb = inversesqrt(amplifyRgb);
float contrast = 0.8;
float peak = -3.0 * contrast + 8.0;
vec3 weightRgb = -(1.0 / (amplifyRgb * peak));
vec3 reciprocalWeightRgb = 1.0 / (4.0 * weightRgb + 1.0);
// 0 w 0
// Filter shape: w 1 w
// 0 w 0
vec3 window = (b + d) + (f + h);
vec3 outColor = clamp((window * weightRgb + e) * reciprocalWeightRgb, 0.0, 1.0);
outColor = mix(e, outColor, sharpenFactor / 2.0);
return outColor;
} else if (filterId == FILTER_UNSHARP_MASKING) {
vec3 gaussianBlur = (a * 1.0 + b * 2.0 + c * 1.0 +
d * 2.0 + e * 4.0 + f * 2.0 +
g * 1.0 + h * 2.0 + i * 1.0) / 16.0;
// Return edge detection
return e + (e - gaussianBlur) * sharpenFactor / 3.0;
}
return e;
}
vec3 adjustBrightness(vec3 color) {
return (1.0 + brightness) * color;
}
vec3 adjustContrast(vec3 color) {
return 0.5 + (1.0 + contrast) * (color - 0.5);
}
vec3 adjustSaturation(vec3 color) {
const vec3 luminosityFactor = vec3(0.2126, 0.7152, 0.0722);
vec3 grayscale = vec3(dot(color, luminosityFactor));
return mix(grayscale, color, 1.0 + saturation);
}
void main() {
vec3 color;
if (sharpenFactor > 0.0) {
color = clarityBoost(data, gl_FragCoord.xy);
} else {
color = textureAt(data, gl_FragCoord.xy);
}
if (saturation != 0.0) {
color = adjustSaturation(color);
}
if (contrast != 0.0) {
color = adjustContrast(color);
}
if (brightness != 0.0) {
color = adjustBrightness(color);
}
gl_FragColor = vec4(color, 1.0);
}