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71
bin/resources/shaders/vulkan/cas.glsl
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71
bin/resources/shaders/vulkan/cas.glsl
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#version 460 core
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#extension GL_EXT_samplerless_texture_functions : require
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// Based on CAS_Shader.glsl
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// Copyright(c) 2019 Advanced Micro Devices, Inc.All rights reserved.
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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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// 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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// 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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layout(push_constant) uniform const_buffer
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{
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uvec4 const0;
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uvec4 const1;
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ivec2 srcOffset;
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};
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layout(set=0, binding=0) uniform texture2D imgSrc;
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layout(set=0, binding=1, rgba8) uniform writeonly image2D imgDst;
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layout(constant_id=0) const int sharpenOnly = 0;
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#define A_GPU 1
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#define A_GLSL 1
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#include "ffx_a.h"
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AF3 CasLoad(ASU2 p)
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{
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return texelFetch(imgSrc, srcOffset + ivec2(p), 0).rgb;
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}
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// Lets you transform input from the load into a linear color space between 0 and 1. See ffx_cas.h
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// In this case, our input is already linear and between 0 and 1
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void CasInput(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#include "ffx_cas.h"
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layout(local_size_x=64) in;
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void main()
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{
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// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
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AU2 gxy = ARmp8x8(gl_LocalInvocationID.x)+AU2(gl_WorkGroupID.x<<4u,gl_WorkGroupID.y<<4u);
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// Filter.
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AF4 c = vec4(0.0f);
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CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly != 0);
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imageStore(imgDst, ASU2(gxy), c);
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gxy.x += 8u;
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CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly != 0);
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imageStore(imgDst, ASU2(gxy), c);
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gxy.y += 8u;
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CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly != 0);
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imageStore(imgDst, ASU2(gxy), c);
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gxy.x -= 8u;
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CasFilter(c.r, c.g, c.b, gxy, const0, const1, sharpenOnly != 0);
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imageStore(imgDst, ASU2(gxy), c);
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}
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