add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

View file

@ -0,0 +1,66 @@
// 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);
}