#version 450 layout(location = 0) in vec2 TexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 0) uniform sampler2D inputImage; layout(push_constant) uniform PushConstants { vec4 params; // x = 1/width, y = 1/height, z = sharpness (0-2), w = unused } pc; void main() { vec2 tc = TexCoord; vec2 texelSize = pc.params.xy; float sharpness = pc.params.z; // RCAS: Robust Contrast-Adaptive Sharpening // 5-tap cross pattern vec3 center = texture(inputImage, tc).rgb; vec3 north = texture(inputImage, tc + vec2(0.0, -texelSize.y)).rgb; vec3 south = texture(inputImage, tc + vec2(0.0, texelSize.y)).rgb; vec3 west = texture(inputImage, tc + vec2(-texelSize.x, 0.0)).rgb; vec3 east = texture(inputImage, tc + vec2( texelSize.x, 0.0)).rgb; // Compute local contrast (min/max of neighborhood) vec3 minRGB = min(center, min(min(north, south), min(west, east))); vec3 maxRGB = max(center, max(max(north, south), max(west, east))); // Adaptive sharpening weight based on local contrast // High contrast = less sharpening (prevent ringing) vec3 range = maxRGB - minRGB; vec3 rcpRange = 1.0 / (range + 0.001); // AMD FidelityFX RCAS-style weight computation: // Compute per-channel sharpening weight from local contrast vec3 rcpM = 1.0 / (4.0 * range + 0.001); // Weight capped at sharpness, inversely proportional to contrast float w = min(min(rcpM.r, min(rcpM.g, rcpM.b)), sharpness); // Apply sharpening: negative lobe on neighbors vec3 sharpened = (center * (1.0 + 4.0 * w) - (north + south + west + east) * w) / (1.0 + 4.0 * w - 4.0 * w); // Simplified: center + w * (4*center - north - south - west - east) sharpened = center + w * (4.0 * center - north - south - west - east); // Soft clamp: allow some overshoot for sharpness, prevent extreme ringing vec3 overshoot = 0.1 * (maxRGB - minRGB); sharpened = clamp(sharpened, minRGB - overshoot, maxRGB + overshoot); FragColor = vec4(sharpened, 1.0); }