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sceneSharpen.cgfx
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59 lines (43 loc) · 1.55 KB
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// sceneSharpen 1.2.1
// for NWShader Bahamut 0214, by yeneko -
// Port of: "Pattern 1" of LumaSharpen 1.4.1 for SweetFX 1.5,
// by Christian Cann Schuldt Jensen ~ CeeJay.dk
// Licensed under MIT License see LICENSE file in docs folder for details
// ******** Modify the numerical values below to tweak effects ****************
// Strength of the sharpening
// Interval: [0.100 : 3.000] Default: 0.600
float sharpMag = 0.600;
// Sharpening limit for pixel
// Interval: [0.005 : 1.000] Default: 0.020
float sharpLim = 0.020;
// ****************************************************************************
sampler2D lastPass = sampler_state {
generateMipMap = true;
minFilter = LinearMipMapLinear;
magFilter = Linear;
WrapS = Clamp;
WrapT = Clamp;
};
float shader_flags = 0x0001; // Shader will default to ON when selected
float2 viewport = { 1/1024, 1/768 }; // This is later assigned viewport info
float3 lumC = { 0.2126, 0.7152, 0.0722 }; // BT.709 & sRBG luma coefficient
float4 sceneSharpen(in float2 uv : TEXCOORD0) : COLOR
{
float3 color = tex2D(lastPass, uv).rgb;
float3 mask = tex2D(lastPass, uv + viewport / 3.0).rgb;
mask += tex2D(lastPass, uv - viewport / 3.0).rgb;
mask = color - mask * 0.5;
float3 sharpC = lumC * sharpMag;
sharpC *= (0.5 / max(sharpLim, 0.005));
float sharpen = saturate(dot(mask, sharpC) + 0.5);
sharpen = (sharpLim * 2.0) * sharpen - sharpLim;
color = saturate(color + sharpen);
return float4(color, 1.0f);
}
technique sceneSharpen
{
pass
{
FragmentProgram = compile latest sceneSharpen();
}
}