mirror of https://github.com/PCSX2/pcsx2.git
65 lines
2.3 KiB
GLSL
65 lines
2.3 KiB
GLSL
// 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.
|
|
|
|
uniform uvec4 const0;
|
|
uniform uvec4 const1;
|
|
uniform ivec2 srcOffset;
|
|
|
|
layout(binding=0) uniform sampler2D imgSrc;
|
|
layout(binding=0, rgba8) uniform writeonly image2D imgDst;
|
|
|
|
#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;
|
|
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
|
|
imageStore(imgDst, ASU2(gxy), c);
|
|
gxy.x += 8u;
|
|
|
|
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
|
|
imageStore(imgDst, ASU2(gxy), c);
|
|
gxy.y += 8u;
|
|
|
|
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
|
|
imageStore(imgDst, ASU2(gxy), c);
|
|
gxy.x -= 8u;
|
|
|
|
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
|
|
imageStore(imgDst, ASU2(gxy), c);
|
|
}
|