/* Fast Sharpen Shader Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #pragma parameter SHARPEN "Sharpen strength" 1.00 0.0 2.00 0.05 #pragma parameter CONTR "Ammount of sharpening" 0.07 0.0 0.25 0.01 #pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05 #if defined(VERTEX) #if __VERSION__ >= 130 #define COMPAT_VARYING out #define COMPAT_ATTRIBUTE in #define COMPAT_TEXTURE texture #else #define COMPAT_VARYING varying #define COMPAT_ATTRIBUTE attribute #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif COMPAT_ATTRIBUTE vec4 VertexCoord; COMPAT_ATTRIBUTE vec4 TexCoord; COMPAT_VARYING vec4 TEX0; vec4 _oPosition1; uniform mat4 MVPMatrix; uniform COMPAT_PRECISION int FrameDirection; uniform COMPAT_PRECISION int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; COMPAT_VARYING vec2 g10; COMPAT_VARYING vec2 g01; COMPAT_VARYING vec2 g12; COMPAT_VARYING vec2 g21; // compatibility #defines #define vTexCoord TEX0.xy #define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize #define OutSize vec4(OutputSize, 1.0 / OutputSize) void main() { gl_Position = MVPMatrix * VertexCoord; TEX0.xy = TexCoord.xy * 1.00001; g10 = vec2( 0.3333,-1.0)*SourceSize.zw; g01 = vec2(-1.0,-0.3333)*SourceSize.zw; g12 = vec2(-0.3333, 1.0)*SourceSize.zw; g21 = vec2( 1.0, 0.3333)*SourceSize.zw; } #elif defined(FRAGMENT) #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif #if __VERSION__ >= 130 #define COMPAT_VARYING in #define COMPAT_TEXTURE texture out COMPAT_PRECISION vec4 FragColor; #else #define COMPAT_VARYING varying #define FragColor gl_FragColor #define COMPAT_TEXTURE texture2D #endif uniform COMPAT_PRECISION int FrameDirection; uniform COMPAT_PRECISION int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; uniform sampler2D Texture; COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec2 g10; COMPAT_VARYING vec2 g01; COMPAT_VARYING vec2 g12; COMPAT_VARYING vec2 g21; // compatibility #defines #define Source Texture #define vTexCoord TEX0.xy #define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize #define OutSize vec4(OutputSize, 1.0 / OutputSize) #ifdef PARAMETER_UNIFORM uniform COMPAT_PRECISION float SHARPEN; uniform COMPAT_PRECISION float CONTR; uniform COMPAT_PRECISION float DETAILS; #else #define SHARPEN 1.2 #define CONTR 0.08 #define DETAILS 1.0 #endif void main() { vec3 c10 = COMPAT_TEXTURE(Source, vTexCoord + g10).rgb; vec3 c01 = COMPAT_TEXTURE(Source, vTexCoord + g01).rgb; vec3 c21 = COMPAT_TEXTURE(Source, vTexCoord + g21).rgb; vec3 c12 = COMPAT_TEXTURE(Source, vTexCoord + g12).rgb; vec3 c11 = COMPAT_TEXTURE(Source, vTexCoord ).rgb; vec3 b11 = (c10+c01+c12+c21)*0.25; float contrast = max(max(c11.r,c11.g),c11.b); contrast = mix(2.0*CONTR, CONTR, contrast); vec3 mn1 = min(min(c10,c01),min(c12,c21)); mn1 = min(mn1,c11*(1.0-contrast)); vec3 mx1 = max(max(c10,c01),max(c12,c21)); mx1 = max(mx1,c11*(1.0+contrast)); vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75)); vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif); c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1); FragColor = vec4(c11,1.0); } #endif