Kelsidavis-WoWee/assets/shaders/fsr2_sharpen.frag.glsl
Kelsi e94eb7f2d1
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FSR2 temporal upscaling fixes: unjittered reprojection, sharpen Y-flip, MSAA guard, descriptor double-buffering
- Motion vectors: single unjittered reprojection matrix (80 bytes) instead of
  two jittered matrices (160 bytes), eliminating numerical instability from
  jitter amplification through large world coordinates
- Sharpen pass: fix Y-flip for correct UV sampling, double-buffer descriptor
  sets to avoid race with in-flight command buffers
- MSAA: auto-disable when FSR2 enabled, grey out AA setting in UI
- Accumulation: variance-based neighborhood clamping in YCoCg space,
  correct history layout transitions
- Frame index: wrap at 256 for stable Halton sequence
2026-03-08 01:22:15 -08:00

50 lines
1.9 KiB
GLSL

#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() {
// Undo the vertex shader Y flip (postprocess.vert flips for Vulkan overlay,
// but we need standard UV coords for texture sampling)
vec2 tc = vec2(TexCoord.x, 1.0 - TexCoord.y);
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);
// Sharpening amount: inversely proportional to contrast
float luma = dot(center, vec3(0.299, 0.587, 0.114));
float lumaRange = max(range.r, max(range.g, range.b));
float w = clamp(1.0 - lumaRange * 2.0, 0.0, 1.0) * sharpness * 0.25;
// Apply sharpening via unsharp mask
vec3 avg = (north + south + west + east) * 0.25;
vec3 sharpened = center + (center - avg) * w;
// Clamp to prevent ringing artifacts
sharpened = clamp(sharpened, minRGB, maxRGB);
FragColor = vec4(sharpened, 1.0);
}