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