Files
better-xcloud/src/modules/player/webgpu/shaders/clarity-boost.wgsl
2025-02-02 21:37:21 +07:00

94 lines
3.4 KiB
WebGPU Shading Language

struct Params {
filterId: f32,
sharpness: f32,
brightness: f32,
contrast: f32,
saturation: f32,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
@group(0) @binding(0) var ourSampler: sampler;
@group(0) @binding(1) var ourTexture: texture_external;
@group(0) @binding(2) var<uniform> ourParams: Params;
const FILTER_UNSHARP_MASKING: f32 = 1.0;
const CAS_CONTRAST_PEAK: f32 = 0.8 * -3.0 + 8.0;
// Luminosity factor: https://www.w3.org/TR/AERT/#color-contrast
const LUMINOSITY_FACTOR = vec3(0.299, 0.587, 0.114);
@vertex
fn vsMain(@location(0) pos: vec2<f32>) -> VertexOutput {
var out: VertexOutput;
out.position = vec4(pos, 0.0, 1.0);
// Flip the Y-coordinate of UVs
out.uv = (vec2(pos.x, 1.0 - (pos.y + 1.0)) + vec2(1.0, 1.0)) * 0.5;
return out;
}
fn clarityBoost(coord: vec2<f32>, texSize: vec2<f32>, e: vec3<f32>) -> vec3<f32> {
let texelSize = 1.0 / texSize;
// Load 3x3 neighborhood samples
let a = textureSampleBaseClampToEdge(ourTexture, ourSampler, coord + texelSize * vec2(-1.0, 1.0)).rgb;
let b = textureSampleBaseClampToEdge(ourTexture, ourSampler, coord + texelSize * vec2( 0.0, 1.0)).rgb;
let c = textureSampleBaseClampToEdge(ourTexture, ourSampler, coord + texelSize * vec2( 1.0, 1.0)).rgb;
let d = textureSampleBaseClampToEdge(ourTexture, ourSampler, coord + texelSize * vec2(-1.0, 0.0)).rgb;
let f = textureSampleBaseClampToEdge(ourTexture, ourSampler, coord + texelSize * vec2( 1.0, 0.0)).rgb;
let g = textureSampleBaseClampToEdge(ourTexture, ourSampler, coord + texelSize * vec2(-1.0, -1.0)).rgb;
let h = textureSampleBaseClampToEdge(ourTexture, ourSampler, coord + texelSize * vec2( 0.0, -1.0)).rgb;
let i = textureSampleBaseClampToEdge(ourTexture, ourSampler, coord + texelSize * vec2( 1.0, -1.0)).rgb;
// Unsharp Masking (USM)
if ourParams.filterId == FILTER_UNSHARP_MASKING {
let gaussianBlur = (a + c + g + i) * 1.0 + (b + d + f + h) * 2.0 + e * 4.0;
let blurred = gaussianBlur / 16.0;
return e + (e - blurred) * (ourParams.sharpness / 3.0);
}
// Contrast Adaptive Sharpening (CAS)
let minRgb = min(min(min(d, e), min(f, b)), h) + min(min(a, c), min(g, i));
let maxRgb = max(max(max(d, e), max(f, b)), h) + max(max(a, c), max(g, i));
let reciprocalMaxRgb = 1.0 / maxRgb;
var amplifyRgb = clamp(min(minRgb, 2.0 - maxRgb) * reciprocalMaxRgb, vec3(0.0), vec3(1.0));
amplifyRgb = 1.0 / sqrt(amplifyRgb);
let weightRgb = -(1.0 / (amplifyRgb * CAS_CONTRAST_PEAK));
let reciprocalWeightRgb = 1.0 / (4.0 * weightRgb + 1.0);
let window = b + d + f + h;
let outColor = clamp((window * weightRgb + e) * reciprocalWeightRgb, vec3(0.0), vec3(1.0));
return mix(e, outColor, ourParams.sharpness / 2.0);
}
@fragment
fn fsMain(input: VertexOutput) -> @location(0) vec4<f32> {
let texSize = vec2<f32>(textureDimensions(ourTexture));
let center = textureSampleBaseClampToEdge(ourTexture, ourSampler, input.uv);
var adjustedRgb = clarityBoost(input.uv, texSize, center.rgb);
// Compute grayscale intensity
let gray = dot(adjustedRgb, LUMINOSITY_FACTOR);
// Interpolate between grayscale and color
adjustedRgb = mix(vec3(gray), adjustedRgb, ourParams.saturation);
// Adjust contrast
adjustedRgb = (adjustedRgb - 0.5) * ourParams.contrast + 0.5;
// Adjust brightness
adjustedRgb *= ourParams.brightness;
return vec4(adjustedRgb, 1.0);
}