// This is really short version of CAS based on AMD presentation (https://gpuopen.com/wp-content/uploads/2019/07/FidelityFX-CAS.pptx) #include "common.hlsli" float sharpening_intensity; float4 main(v2p_TL Input) : SV_Target { float2 texcoord = Input.Tex0; // fetch a 3x3 neighborhood around the pixel 'e', // a b c // d(e)f // g h i float3 a = s_image.SampleLevel(smp_rtlinear, texcoord, 0.0, int2(-1, -1)).xyz; a *= rcp(1.0f + a); float3 b = s_image.SampleLevel(smp_rtlinear, texcoord, 0.0, int2(0, -1)).xyz; b *= rcp(1.0f + b); float3 c = s_image.SampleLevel(smp_rtlinear, texcoord, 0.0, int2(1, -1)).xyz; c *= rcp(1.0f + c); float3 d = s_image.SampleLevel(smp_rtlinear, texcoord, 0.0, int2(-1, 0)).xyz; d *= rcp(1.0f + d); float3 g = s_image.SampleLevel(smp_rtlinear, texcoord, 0.0, int2(-1, 1)).xyz; g *= rcp(1.0f + g); float3 e = s_image.SampleLevel(smp_rtlinear, texcoord, 0.0).xyz; e *= rcp(1.0f + e); float3 f = s_image.SampleLevel(smp_rtlinear, texcoord, 0.0, int2(1, 0)).xyz; f *= rcp(1.0f + f); float3 h = s_image.SampleLevel(smp_rtlinear, texcoord, 0.0, int2(0, 1)).xyz; h *= rcp(1.0f + h); float3 i = s_image.SampleLevel(smp_rtlinear, texcoord, 0.0, int2(1, 1)).xyz; i *= rcp(1.0f + i); // Soft min and max. // a b c b // d e f * 0.5 + d e f * 0.5 // g h i h // These are 2.0x bigger (factored out the extra multiply). float3 mnRGB = min(min(min(d, e), min(f, b)), h); float3 mnRGB2 = min(mnRGB, min(min(a, c), min(g, i))); mnRGB += mnRGB2; float3 mxRGB = max(max(max(d, e), max(f, b)), h); float3 mxRGB2 = max(mxRGB, max(max(a, c), max(g, i))); mxRGB += mxRGB2; // Smooth minimum distance to signal limit divided by smooth max. float3 rcpMRGB = rcp(mxRGB); float3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB); // Shaping amount of sharpening. ampRGB = rsqrt(ampRGB); float Contrast = 1.0f; //sharpening_intensity; //1.0f; float Sharpening = sharpening_intensity; //sharpening_intensity; float peak = -3.0 * Contrast + 8.0; float3 wRGB = -rcp(ampRGB * peak); float3 rcpWeightRGB = rcp(4.0 * wRGB + 1.0); // 0 w 0 // Filter shape: w 1 w // 0 w 0 float3 window = (b + d) + (f + h); float3 outColor = saturate((window * wRGB + e) * rcpWeightRGB); outColor = lerp(e, outColor, Sharpening); return float4(outColor * rcp(max(0.00001f, 1.0 - outColor)), 1.0f); }