From 2146911d51070be7f3ba2360012dbc489b3ce23b Mon Sep 17 00:00:00 2001 From: lizzie Date: Mon, 30 Mar 2026 07:39:00 +0000 Subject: [PATCH] move in tree, remove sgsr dep --- .patch/sgsr/0001-fix-glsl.patch | 192 ------------------ .patch/sgsr/0002-remove-highp.patch | 34 ---- CMakeLists.txt | 2 - cpmfile.json | 9 - src/video_core/host_shaders/CMakeLists.txt | 5 +- .../host_shaders/sgsr1_shader_mobile.frag | 116 +++++++++++ .../sgsr1_shader_mobile_edge_direction.frag | 149 ++++++++++++++ 7 files changed, 267 insertions(+), 240 deletions(-) delete mode 100644 .patch/sgsr/0001-fix-glsl.patch delete mode 100644 .patch/sgsr/0002-remove-highp.patch create mode 100644 src/video_core/host_shaders/sgsr1_shader_mobile.frag create mode 100644 src/video_core/host_shaders/sgsr1_shader_mobile_edge_direction.frag diff --git a/.patch/sgsr/0001-fix-glsl.patch b/.patch/sgsr/0001-fix-glsl.patch deleted file mode 100644 index 48f5a123f2..0000000000 --- a/.patch/sgsr/0001-fix-glsl.patch +++ /dev/null @@ -1,192 +0,0 @@ -diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag -index 7074999..2db04b3 100644 ---- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag -+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag -@@ -1,4 +1,4 @@ --#version 300 es -+#version 460 core - - //============================================================================================================ - // -@@ -25,7 +25,7 @@ precision highp int; - - #define EdgeThreshold 8.0/255.0 - --#define EdgeSharpness 2.0 -+// #define EdgeSharpness 2.0 - - // #define UseUniformBlock - -@@ -34,17 +34,18 @@ precision highp int; - //////////////////////// - - #if defined(UseUniformBlock) --layout (set=0, binding = 0) uniform UniformBlock --{ -- highp vec4 ViewportInfo[1]; -+layout( push_constant ) uniform constants { -+ highp vec4 ViewportInfo[1]; -+ highp vec2 ResizeFactor; -+ highp float EdgeSharpness; - }; --layout(set = 0, binding = 1) uniform mediump sampler2D ps0; -+layout(set = 0, binding = 0) uniform mediump sampler2D ps0; - #else - uniform highp vec4 ViewportInfo[1]; - uniform mediump sampler2D ps0; - #endif - --layout(location=0) in highp vec4 in_TEXCOORD0; -+layout(location=0) in highp vec2 in_TEXCOORD0; - layout(location=0) out vec4 out_Target0; - - float fastLanczos2(float x) -@@ -63,15 +64,11 @@ vec2 weightY(float dx, float dy,float c, float std) - - void main() - { -- int mode = OperationMode; -- float edgeThreshold = EdgeThreshold; -- float edgeSharpness = EdgeSharpness; -- - vec4 color; -- if(mode == 1) -- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz; -+ if(OperationMode == 1) -+ color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz; - else -- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw; -+ color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw; - - highp float xCenter; - xCenter = abs(in_TEXCOORD0.x+-0.5); -@@ -79,30 +76,33 @@ void main() - yCenter = abs(in_TEXCOORD0.y+-0.5); - - //todo: config the SR region based on needs -- //if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4) -- if ( mode!=4) -+ //if ( OperationMode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4) -+ if ( OperationMode!=4) - { -- highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5)); -+ highp vec2 imgCoord = ((in_TEXCOORD0.xy * ViewportInfo[0].zw) + vec2(-0.5,0.5)); - highp vec2 imgCoordPixel = floor(imgCoord); -- highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy); -- vec2 pl = (imgCoord+(-imgCoordPixel)); -- vec4 left = textureGather(ps0,coord, mode); -+ highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy; -+ vec2 pl = imgCoord - imgCoordPixel; -+ vec4 left = textureGather(ps0, coord, OperationMode); - -- float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ; -- if(edgeVote > edgeThreshold) -+ float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ; -+ if(edgeVote > EdgeThreshold) - { - coord.x += ViewportInfo[0].x; - -- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode); -+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0); -+ vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode); - vec4 upDown; -- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),mode).wz; -- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx; -+ highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y); -+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz; -+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y); -+ upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx; - - float mean = (left.y+left.z+right.x+right.w)*0.25; - left = left - vec4(mean); - right = right - vec4(mean); - upDown = upDown - vec4(mean); -- color.w =color[mode] - mean; -+ color.w =color[OperationMode] - mean; - - float sum = (((((abs(left.x)+abs(left.y))+abs(left.z))+abs(left.w))+(((abs(right.x)+abs(right.y))+abs(right.z))+abs(right.w)))+(((abs(upDown.x)+abs(upDown.y))+abs(upDown.z))+abs(upDown.w))); - float std = 2.181818/sum; -@@ -124,7 +124,7 @@ void main() - - float maxY = max(max(left.y,left.z),max(right.x,right.w)); - float minY = min(min(left.y,left.z),min(right.x,right.w)); -- finalY = clamp(edgeSharpness*finalY, minY, maxY); -+ finalY = clamp(EdgeSharpness*finalY, minY, maxY); - - float deltaY = finalY -color.w; - -diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag -index d2df646..5a38589 100644 ---- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag -+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag -@@ -1,4 +1,4 @@ --#version 300 es -+#version 460 core - - //============================================================================================================ - // -@@ -27,11 +27,11 @@ precision highp int; - * If set, will use edge direction to improve visual quality - * Expect a minimal cost increase - */ --// #define UseEdgeDirection -+#define UseEdgeDirection 1 - - #define EdgeThreshold 8.0/255.0 - --#define EdgeSharpness 2.0 -+// #define EdgeSharpness 2.0 - - // #define UseUniformBlock - -@@ -40,17 +40,18 @@ precision highp int; - //////////////////////// - - #if defined(UseUniformBlock) --layout (set=0, binding = 0) uniform UniformBlock --{ -- highp vec4 ViewportInfo[1]; -+layout( push_constant ) uniform constants { -+ highp vec4 ViewportInfo[1]; -+ highp vec2 ResizeFactor; -+ highp float EdgeSharpness; - }; --layout(set = 0, binding = 1) uniform mediump sampler2D ps0; -+layout(set = 0, binding = 0) uniform mediump sampler2D ps0; - #else - uniform highp vec4 ViewportInfo[1]; - uniform mediump sampler2D ps0; - #endif - --layout(location=0) in highp vec4 in_TEXCOORD0; -+layout(location=0) in highp vec2 in_TEXCOORD0; - layout(location=0) out vec4 out_Target0; - - float fastLanczos2(float x) -@@ -116,18 +117,21 @@ void main() - highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5)); - highp vec2 imgCoordPixel = floor(imgCoord); - highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy); -- vec2 pl = (imgCoord+(-imgCoordPixel)); -- vec4 left = textureGather(ps0,coord, OperationMode); -+ vec2 pl = imgCoord - imgCoordPixel; -+ vec4 left = textureGather(ps0, coord, OperationMode); - - float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ; - if(edgeVote > EdgeThreshold) - { - coord.x += ViewportInfo[0].x; - -- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode); -+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0); -+ vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode); - vec4 upDown; -- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz; -- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx; -+ highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y); -+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz; -+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y); -+ upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx; - - float mean = (left.y+left.z+right.x+right.w)*0.25; - left = left - vec4(mean); diff --git a/.patch/sgsr/0002-remove-highp.patch b/.patch/sgsr/0002-remove-highp.patch deleted file mode 100644 index 9d6b65b6be..0000000000 --- a/.patch/sgsr/0002-remove-highp.patch +++ /dev/null @@ -1,34 +0,0 @@ -diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag -index 2db04b3..056d177 100644 ---- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag -+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag -@@ -8,8 +8,10 @@ - // - //============================================================================================================ - --precision mediump float; --precision highp int; -+//precision mediump float; -+//precision highp int; -+#define highp -+#define mediump - - //////////////////////// - // USER CONFIGURATION // -diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag -index 5a38589..5ed5f5e 100644 ---- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag -+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag -@@ -8,8 +8,10 @@ - // - //============================================================================================================ - --precision mediump float; --precision highp int; -+//precision mediump float; -+//precision highp int; -+#define highp -+#define mediump - - //////////////////////// - // USER CONFIGURATION // diff --git a/CMakeLists.txt b/CMakeLists.txt index 75f02b5d09..6cdb79be4c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -233,8 +233,6 @@ endif() option(YUZU_USE_BUNDLED_OPENSSL "Download bundled OpenSSL build" ${DEFAULT_YUZU_USE_BUNDLED_OPENSSL}) -AddJsonPackage(sgsr) - # TODO(crueter): CPM this if (ANDROID AND YUZU_DOWNLOAD_ANDROID_VVL) AddJsonPackage(vulkan-validation-layers) diff --git a/cpmfile.json b/cpmfile.json index babcf765ec..1bb29afae4 100644 --- a/cpmfile.json +++ b/cpmfile.json @@ -102,15 +102,6 @@ "artifact": "android-binaries-%VERSION%.zip", "hash": "8812ae84cbe49e6a3418ade9c458d3be6d74a3dffd319d4502007b564d580998056e8190414368ec11b27bc83993c7a0dad713c31bcc3d9553b51243efee3753" }, - "sgsr": { - "repo": "SnapdragonStudios/snapdragon-gsr", - "hash": "3940df715189813ffeffa540f48673e999754d53a1dcadc16aab846ef03d57e395e2c8d8e89772bc162835e1686ff6bdb8cae108c1f84404e9e66d993107b76e", - "sha": "d926f074bcb9d714e179f1ce0fcb9ee2eeb5074e", - "patches": [ - "0001-fix-glsl.patch", - "0002-remove-highp.patch" - ] - }, "quazip": { "package": "QuaZip-Qt6", "repo": "stachenov/quazip", diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index 2f6ec9d788..7f55defaf9 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -79,8 +79,8 @@ set(SHADER_FILES # Snapdragon Game Super Resolution ${CMAKE_CURRENT_SOURCE_DIR}/sgsr1_shader.vert - ${sgsr_SOURCE_DIR}/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag - ${sgsr_SOURCE_DIR}/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag + ${CMAKE_CURRENT_SOURCE_DIR}/sgsr1_shader_mobile.frag + ${CMAKE_CURRENT_SOURCE_DIR}/sgsr1_shader_mobile_edge_direction.frag ) if (PLATFORM_HAIKU) @@ -192,4 +192,3 @@ add_custom_target(host_shaders SOURCES ${SHADER_SOURCES} ) -#add_dependencies(host_shaders sgsr::sgsr) diff --git a/src/video_core/host_shaders/sgsr1_shader_mobile.frag b/src/video_core/host_shaders/sgsr1_shader_mobile.frag new file mode 100644 index 0000000000..a03144f606 --- /dev/null +++ b/src/video_core/host_shaders/sgsr1_shader_mobile.frag @@ -0,0 +1,116 @@ +// SPDX-FileCopyrightText: Copyright (c) 2025, Qualcomm Innovation Center, Inc. All rights reserved. +// SPDX-License-Identifier: BSD-3-Clause + +#version 460 core + +//precision mediump float; +//precision highp int; +#define highp +#define mediump + +// Operation modes: RGBA -> 1, RGBY -> 3, LERP -> 4 +#define OperationMode 1 +#define EdgeThreshold 8.0/255.0 +// #define EdgeSharpness 2.0 +// #define UseUniformBlock + +#if defined(UseUniformBlock) +layout( push_constant ) uniform constants { + highp vec4 ViewportInfo[1]; + highp vec2 ResizeFactor; + highp float EdgeSharpness; +}; +layout(set = 0, binding = 0) uniform mediump sampler2D ps0; +#else +uniform highp vec4 ViewportInfo[1]; +uniform mediump sampler2D ps0; +#endif + +layout(location=0) in highp vec2 in_TEXCOORD0; +layout(location=0) out vec4 out_Target0; + +float fastLanczos2(float x) { + float wA = x-4.0; + float wB = x*wA-wA; + wA *= wA; + return wB*wA; +} + +vec2 weightY(float dx, float dy,float c, float std) { + float x = ((dx*dx)+(dy* dy))* 0.55 + clamp(abs(c)*std, 0.0, 1.0); + float w = fastLanczos2(x); + return vec2(w, w * c); +} + +void main() { + vec4 color; + if(OperationMode == 1) + color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz; + else + color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw; + + highp float xCenter = abs(in_TEXCOORD0.x + -0.5); + highp float yCenter = abs(in_TEXCOORD0.y + -0.5); + + //todo: config the SR region based on needs + //if ( OperationMode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4) + if ( OperationMode!=4) { + highp vec2 imgCoord = ((in_TEXCOORD0.xy * ViewportInfo[0].zw) + vec2(-0.5, 0.5)); + highp vec2 imgCoordPixel = floor(imgCoord); + highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy; + vec2 pl = imgCoord - imgCoordPixel; + vec4 left = textureGather(ps0, coord, OperationMode); + float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ; + if(edgeVote > EdgeThreshold) { + coord.x += ViewportInfo[0].x; + + highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0); + vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode); + vec4 upDown; + highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y); + upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz; + highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y); + upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx; + + float mean = (left.y+left.z+right.x+right.w)*0.25; + left = left - vec4(mean); + right = right - vec4(mean); + upDown = upDown - vec4(mean); + color.w =color[OperationMode] - mean; + + float sum = (((((abs(left.x)+abs(left.y))+abs(left.z))+abs(left.w))+(((abs(right.x)+abs(right.y))+abs(right.z))+abs(right.w)))+(((abs(upDown.x)+abs(upDown.y))+abs(upDown.z))+abs(upDown.w))); + float std = 2.181818/sum; + + vec2 aWY = weightY(pl.x, pl.y+1.0, upDown.x,std); + aWY += weightY(pl.x-1.0, pl.y+1.0, upDown.y,std); + aWY += weightY(pl.x-1.0, pl.y-2.0, upDown.z,std); + aWY += weightY(pl.x, pl.y-2.0, upDown.w,std); + aWY += weightY(pl.x+1.0, pl.y-1.0, left.x,std); + aWY += weightY(pl.x, pl.y-1.0, left.y,std); + aWY += weightY(pl.x, pl.y, left.z,std); + aWY += weightY(pl.x+1.0, pl.y, left.w,std); + aWY += weightY(pl.x-1.0, pl.y-1.0, right.x,std); + aWY += weightY(pl.x-2.0, pl.y-1.0, right.y,std); + aWY += weightY(pl.x-2.0, pl.y, right.z,std); + aWY += weightY(pl.x-1.0, pl.y, right.w,std); + + float finalY = aWY.y/aWY.x; + + float maxY = max(max(left.y,left.z),max(right.x,right.w)); + float minY = min(min(left.y,left.z),min(right.x,right.w)); + finalY = clamp(EdgeSharpness*finalY, minY, maxY); + + float deltaY = finalY -color.w; + + //smooth high contrast input + deltaY = clamp(deltaY, -23.0 / 255.0, 23.0 / 255.0); + + color.x = clamp((color.x+deltaY),0.0,1.0); + color.y = clamp((color.y+deltaY),0.0,1.0); + color.z = clamp((color.z+deltaY),0.0,1.0); + } + } + + color.w = 1.0; //assume alpha channel is not used + out_Target0.xyzw = color; +} \ No newline at end of file diff --git a/src/video_core/host_shaders/sgsr1_shader_mobile_edge_direction.frag b/src/video_core/host_shaders/sgsr1_shader_mobile_edge_direction.frag new file mode 100644 index 0000000000..686e39a6d0 --- /dev/null +++ b/src/video_core/host_shaders/sgsr1_shader_mobile_edge_direction.frag @@ -0,0 +1,149 @@ +// SPDX-FileCopyrightText: Copyright (c) 2025, Qualcomm Innovation Center, Inc. All rights reserved. +// SPDX-License-Identifier: BSD-3-Clause + +#version 460 core + +//precision mediump float; +//precision highp int; +#define highp +#define mediump + +// Operation modes: RGBA -> 1, RGBY -> 3, LERP -> 4 +#define OperationMode 1 +// If set, will use edge direction to improve visual quality +// Expect a minimal cost increase +#define UseEdgeDirection 1 +#define EdgeThreshold 8.0/255.0 +// #define EdgeSharpness 2.0 +// #define UseUniformBlock + +#if defined(UseUniformBlock) +layout( push_constant ) uniform constants { + highp vec4 ViewportInfo[1]; + highp vec2 ResizeFactor; + highp float EdgeSharpness; +}; +layout(set = 0, binding = 0) uniform mediump sampler2D ps0; +#else +uniform highp vec4 ViewportInfo[1]; +uniform mediump sampler2D ps0; +#endif + +layout(location=0) in highp vec2 in_TEXCOORD0; +layout(location=0) out vec4 out_Target0; + +float fastLanczos2(float x) { + float wA = x-4.0; + float wB = x*wA-wA; + wA *= wA; + return wB*wA; +} + +#if defined(UseEdgeDirection) +vec2 weightY(float dx, float dy, float c, vec3 data) +#else +vec2 weightY(float dx, float dy, float c, float data) +#endif +{ +#if defined(UseEdgeDirection) + float std = data.x; + vec2 dir = data.yz; + + float edgeDis = ((dx*dir.y)+(dy*dir.x)); + float x = (((dx*dx)+(dy*dy))+((edgeDis*edgeDis)*((clamp(((c*c)*std),0.0,1.0)*0.7)+-1.0))); +#else + float std = data; + float x = ((dx*dx)+(dy* dy))* 0.55 + clamp(abs(c)*std, 0.0, 1.0); +#endif + + float w = fastLanczos2(x); + return vec2(w, w * c); +} + +vec2 edgeDirection(vec4 left, vec4 right) { + vec2 dir; + float RxLz = (right.x + (-left.z)); + float RwLy = (right.w + (-left.y)); + vec2 delta; + delta.x = (RxLz + RwLy); + delta.y = (RxLz + (-RwLy)); + float lengthInv = inversesqrt((delta.x * delta.x+ 3.075740e-05) + (delta.y * delta.y)); + dir.x = (delta.x * lengthInv); + dir.y = (delta.y * lengthInv); + return dir; +} + +void main() { + vec4 color; + if(OperationMode == 1) + color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz; + else + color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw; + + highp float xCenter = abs(in_TEXCOORD0.x + -0.5); + highp float yCenter = abs(in_TEXCOORD0.y + -0.5); + + //todo: config the SR region based on needs + //if ( OperationMode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4) + if ( OperationMode!=4) { + highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5)); + highp vec2 imgCoordPixel = floor(imgCoord); + highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy); + vec2 pl = imgCoord - imgCoordPixel; + vec4 left = textureGather(ps0, coord, OperationMode); + float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ; + if(edgeVote > EdgeThreshold) { + coord.x += ViewportInfo[0].x; + + highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0); + vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode); + vec4 upDown; + highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y); + upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz; + highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y); + upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx; + + float mean = (left.y+left.z+right.x+right.w)*0.25; + left = left - vec4(mean); + right = right - vec4(mean); + upDown = upDown - vec4(mean); + color.w =color[OperationMode] - mean; + + float sum = (((((abs(left.x)+abs(left.y))+abs(left.z))+abs(left.w))+(((abs(right.x)+abs(right.y))+abs(right.z))+abs(right.w)))+(((abs(upDown.x)+abs(upDown.y))+abs(upDown.z))+abs(upDown.w))); + float sumMean = 1.014185e+01/sum; + float std = (sumMean*sumMean); + +#if defined(UseEdgeDirection) + vec3 data = vec3(std, edgeDirection(left, right)); +#else + float data = std; +#endif + vec2 aWY = weightY(pl.x, pl.y+1.0, upDown.x,data); + aWY += weightY(pl.x-1.0, pl.y+1.0, upDown.y,data); + aWY += weightY(pl.x-1.0, pl.y-2.0, upDown.z,data); + aWY += weightY(pl.x, pl.y-2.0, upDown.w,data); + aWY += weightY(pl.x+1.0, pl.y-1.0, left.x,data); + aWY += weightY(pl.x, pl.y-1.0, left.y,data); + aWY += weightY(pl.x, pl.y, left.z,data); + aWY += weightY(pl.x+1.0, pl.y, left.w,data); + aWY += weightY(pl.x-1.0, pl.y-1.0, right.x,data); + aWY += weightY(pl.x-2.0, pl.y-1.0, right.y,data); + aWY += weightY(pl.x-2.0, pl.y, right.z,data); + aWY += weightY(pl.x-1.0, pl.y, right.w,data); + + float finalY = aWY.y/aWY.x; + float maxY = max(max(left.y,left.z),max(right.x,right.w)); + float minY = min(min(left.y,left.z),min(right.x,right.w)); + float deltaY = clamp(EdgeSharpness*finalY, minY, maxY) -color.w; + + //smooth high contrast input + deltaY = clamp(deltaY, -23.0 / 255.0, 23.0 / 255.0); + + color.x = clamp((color.x+deltaY),0.0,1.0); + color.y = clamp((color.y+deltaY),0.0,1.0); + color.z = clamp((color.z+deltaY),0.0,1.0); + } + } + color.w = 1.0; //assume alpha channel is not used + out_Target0.xyzw = color; +} \ No newline at end of file