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Cool outline shader effect from broken CAS
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| // LICENSE | |
| // ======= | |
| // Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved. | |
| // ------- | |
| // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation | |
| // files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, | |
| // modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the | |
| // Software is furnished to do so, subject to the following conditions: | |
| // ------- | |
| // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the | |
| // Software. | |
| // ------- | |
| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE | |
| // WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR | |
| // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | |
| // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE | |
| @fragment | |
| fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> { | |
| // fetch a 3x3 neighborhood around the pixel 'e', | |
| // a b c | |
| // d(e)f | |
| // g h i | |
| let a = textureSample(screenTexture, samp, in.uv, vec2<i32>(-1, -1)).rgb; | |
| let b = textureSample(screenTexture, samp, in.uv, vec2<i32>(0, -1)).rgb; | |
| let c = textureSample(screenTexture, samp, in.uv, vec2<i32>(1, -1)).rgb; | |
| let d = textureSample(screenTexture, samp, in.uv, vec2<i32>(-1, 0)).rgb; | |
| // We need the alpha value of the pixel we're working on for the output | |
| let e = textureSample(screenTexture, samp, in.uv).rgba; | |
| let f = textureSample(screenTexture, samp, in.uv, vec2<i32>(1, 0)).rgb; | |
| let g = textureSample(screenTexture, samp, in.uv, vec2<i32>(-1, 1)).rgb; | |
| let h = textureSample(screenTexture, samp, in.uv, vec2<i32>(0, 1)).rgb; | |
| let i = textureSample(screenTexture, samp, in.uv, vec2<i32>(1, 1)).rgb; | |
| // 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). | |
| var mnRGB = min(min(min(d, e.rgb), min(f, b)), h); | |
| let mnRGB2 = min(mnRGB, min(min(a, c), min(g, i))); | |
| mnRGB += mnRGB2; | |
| var mxRGB = max(max(max(d, e.rgb), max(f, b)), h); | |
| let mxRGB2 = max(mxRGB, max(max(a, c), max(g, i))); | |
| mxRGB += mxRGB2; | |
| // Smooth minimum distance to signal limit divided by smooth max. | |
| let rcpMRGB = 1.0 / mxRGB; | |
| var ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB); | |
| // The following lines get you working CAS, but removing them gets you the cool effect | |
| // Shaping amount of sharpening. | |
| // ampRGB = inverseSqrt(ampRGB); | |
| // let peak = -3.0 * uniforms.contrast_adaption + 8.0; | |
| // let wRGB = -1.0 / (ampRGB * peak); | |
| // let rcpWeightRGB = 1.0 / (4.0 * wRGB + 1.0); | |
| // // 0 w 0 | |
| // // Filter shape: w 1 w | |
| // // 0 w 0 | |
| // let window = (b + d) + (f + h); | |
| // let outColor = saturate((window * wRGB + e.rgb) * rcpWeightRGB); | |
| // let out = mix(e.rgb, outColor, uniforms.sharpness); | |
| // You can return ampRGB, or mix it with the base colour (e.rgb) to determine how strong you want the effect to be | |
| let out = mix(e.rgb, ampRGB, uniforms.sharpness); | |
| return vec4<f32>(out, e.a); | |
| } |
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