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tavmod/Shaders/sharpen/fast-sharpen.glsl

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/*
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