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// Copyright (c) 2015, bacondither
// Copyright (c) 2015, bacondither
// All rights reserved.
// All rights reserved.
//
//
// Redistribution and use in source and binary forms, with or without
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// modification, are permitted provided that the following conditions
// are met:
// are met:
// 1. Redistributions of source code must retain the above copyright
// 1. Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer
// notice, this list of conditions and the following disclaimer
// in this position and unchanged.
// in this position and unchanged.
// 2. Redistributions in binary form must reproduce the above copyright
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// documentation and/or other materials provided with the distribution.
//
//
// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.


// Adaptive sharpen - version 2015-11-05 - (requires ps >= 3.0)
// Adaptive sharpen - version 2015-11-17 - (requires ps >= 3.0)
// Tuned for use post resize, EXPECTS FULL RANGE GAMMA LIGHT
// Tuned for use post resize, EXPECTS FULL RANGE GAMMA LIGHT


/* Modified for ReShade by JPulowski
/* Modified for ReShade by JPulowski
Changelog:
Changelog:
1.0 - Initial release
1.0 - Initial release
1.1 - Updated to version 2015-11-05
1.1 - Updated to version 2015-11-05
1.2 - Updated to version 2015-11-17, fixed tanh overflow causing black pixels
Known issues:
- Does not work as intended on DX11.
*/
*/


NAMESPACE_ENTER(CFX)
NAMESPACE_ENTER(CFX)
#include CFX_SETTINGS_DEF
#include CFX_SETTINGS_DEF


#if (USE_ADAPTIVESHARPEN == 1)
#if (USE_ADAPTIVESHARPEN == 1)


texture edgeTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA16F; };
texture edgeTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA16F; };
sampler edgeSampler { Texture = edgeTex; };
sampler edgeSampler { Texture = edgeTex; };


// Edge channel offset, must be the same in both passes
// Edge channel offset, must be the same in both passes
#define w_offset 2.0
#define w_offset 2.0


// Get destination pixel values
// Get destination pixel values
#define get1(x, y) ( saturate(tex2D(RFX_backbufferColor, texcoord + (RFX_PixelSize * float2(x, y))).rgb) )
#define get1(x, y) ( saturate(tex2D(RFX_backbufferColor, texcoord + (RFX_PixelSize * float2(x, y))).rgb) )


// Compute diff
// Compute diff
#define b_diff(z) ( abs(blur-c[z]) )
#define b_diff(z) ( abs(blur-c[z]) )


// Saturation loss reduction
// Saturation loss reduction
#define minim_satloss ( (c[0].rgb*(CtL(c[0].rgb + sharpdiff)/c0_Y) + (c[0].rgb + sharpdiff))/2 )
#define minim_satloss ( (c[0].rgb*(CtL(c[0].rgb + sharpdiff)/c0_Y) + (c[0].rgb + sharpdiff))/2 )


// Soft if
// Soft if, fast
#define soft_if(a,b,c) ( saturate((3*((a.w + b.w + c.w - 3*w_offset)/maxedge))-0.85) )
#define soft_if(a,b,c) ( saturate((3*((a.w + b.w + c.w - 3*w_offset)/maxedge))-0.85) )


// Soft limit
#define soft_lim(v,s) ( ((exp(2*min(abs(v), s*16)/s) - 1)/(exp(2*min(abs(v), s*16)/s) + 1))*s )

// Get destination pixel values
// Get destination pixel values
#define get2(x,y) ( tex2D(edgeSampler, texcoord + (RFX_PixelSize * float2(x, y))) )
#define get2(x,y) ( tex2D(edgeSampler, texcoord + (RFX_PixelSize * float2(x, y))) )
#define sat(input) ( float4(saturate((input).xyz), (input).w) )
#define sat(input) ( float4(saturate((input).xyz), (input).w) )


// Maximum of four values
// Maximum of four values
#define max4(a,b,c,d) ( max(max(a,b), max(c,d)) )
#define max4(a,b,c,d) ( max(max(a,b), max(c,d)) )


// Edge threshold, mod. smoothstep
float nonedge(float w) { w = saturate((w - w_offset - 0.01)/0.13); return w*w*(2.99 - 2*w) + 0.01;}

// Colour to luma, fast approx gamma
// Colour to luma, fast approx gamma
#define CtL(RGB) ( sqrt(dot(float3(0.256, 0.651, 0.093), saturate((RGB).rgb*abs(RGB).rgb))) )
#define CtL(RGB) ( sqrt(dot(float3(0.256, 0.651, 0.093), saturate((RGB).rgb*abs(RGB).rgb))) )


// Center pixel diff
// Center pixel diff
#define mdiff(a,b,c,d,e,f,g) ( abs(luma[g]-luma[a]) + abs(luma[g]-luma[b]) \
#define mdiff(a,b,c,d,e,f,g) ( abs(luma[g]-luma[a]) + abs(luma[g]-luma[b]) \
+ abs(luma[g]-luma[c]) + abs(luma[g]-luma[d]) \
+ abs(luma[g]-luma[c]) + abs(luma[g]-luma[d]) \
+ 0.5*(abs(luma[g]-luma[e]) + abs(luma[g]-luma[f])) )
+ 0.5*(abs(luma[g]-luma[e]) + abs(luma[g]-luma[f])) )


void AdaptiveSharpenP0(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 edgeR : SV_Target0) {
void AdaptiveSharpenP0(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 edgeR : SV_Target0) {


// Get points and saturate out of range values (BTB & WTW)
// Get points and saturate out of range values (BTB & WTW)
// [ c22 ]
// [ c22 ]
// [ c24, c9, c23 ]
// [ c24, c9, c23 ]
// [ c21, c1, c2, c3, c18 ]
// [ c21, c1, c2, c3, c18 ]
// [ c19, c10, c4, c0, c5, c11, c16 ]
// [ c19, c10, c4, c0, c5, c11, c16 ]
// [ c20, c6, c7, c8, c17 ]
// [ c20, c6, c7, c8, c17 ]
// [ c15, c12, c14 ]
// [ c15, c12, c14 ]
// [ c13 ]
// [ c13 ]
float3 c[25] = { get1( 0, 0), get1(-1,-1), get1( 0,-1), get1( 1,-1), get1(-1, 0),
float3 c[25] = { get1( 0, 0), get1(-1,-1), get1( 0,-1), get1( 1,-1), get1(-1, 0),
get1( 1, 0), get1(-1, 1), get1( 0, 1), get1( 1, 1), get1( 0,-2),
get1( 1, 0), get1(-1, 1), get1( 0, 1), get1( 1, 1), get1( 0,-2),
get1(-2, 0), get1( 2, 0), get1( 0, 2), get1( 0, 3), get1( 1, 2),
get1(-2, 0), get1( 2, 0), get1( 0, 2), get1( 0, 3), get1( 1, 2),
get1(-1, 2), get1( 3, 0), get1( 2, 1), get1( 2,-1), get1(-3, 0),
get1(-1, 2), get1( 3, 0), get1( 2, 1), get1( 2,-1), get1(-3, 0),
get1(-2, 1), get1(-2,-1), get1( 0,-3), get1( 1,-2), get1(-1,-2) };
get1(-2, 1), get1(-2,-1), get1( 0,-3), get1( 1,-2), get1(-1,-2) };


// Blur, gauss 3x3
// Blur, gauss 3x3
float3 blur = (2*(c[2]+c[4]+c[5]+c[7]) + (c[1]+c[3]+c[6]+c[8]) + 4*c[0])/16;
float3 blur = (2*(c[2]+c[4]+c[5]+c[7]) + (c[1]+c[3]+c[6]+c[8]) + 4*c[0])/16;
float blur_Y = (blur.r/3 + blur.g/3 + blur.b/3);
float blur_Y = (blur.r/3 + blur.g/3 + blur.b/3);


// Contrast compression, center = 0.5
// Contrast compression, center = 0.5
float c_comp = min((0.8+2.7*pow(2, (-7.4*blur_Y))), 3.0);
float c_comp = min((0.8+2.7*pow(2, (-7.4*blur_Y))), 3.0);


// Edge detection
// Edge detection
// Matrix weights
// Matrix weights
// [ 1/4, ]
// [ 1/4, ]
// [ 4, 1, 4 ]
// [ 4, 1, 4 ]
// [ 1/4, 4, 1, 4, 1/4 ]
// [ 1/4, 4, 1, 4, 1/4 ]
// [ 4, 1, 4 ]
// [ 4, 1, 4 ]
// [ 1/4 ]
// [ 1/4 ]
float edge = length( b_diff(0) + b_diff(1) + b_diff(2) + b_diff(3)
float edge = length( b_diff(0) + b_diff(1) + b_diff(2) + b_diff(3)
+ b_diff(4) + b_diff(5) + b_diff(6) + b_diff(7) + b_diff(8)
+ b_diff(4) + b_diff(5) + b_diff(6) + b_diff(7) + b_diff(8)
+ 0.25*(b_diff(9) + b_diff(10) + b_diff(11) + b_diff(12)) );
+ 0.25*(b_diff(9) + b_diff(10) + b_diff(11) + b_diff(12)) );


edge = min(((edge*c_comp)/3 + w_offset), 32 + w_offset);
edge = min(((edge*c_comp)/3 + w_offset), 32 + w_offset);


edgeR = float4( (tex2D(RFX_backbufferColor, texcoord).rgb), edge );
edgeR = float4( (tex2D(RFX_backbufferColor, texcoord).rgb), edge );
}
}


float4 AdaptiveSharpenP1(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target {
float4 AdaptiveSharpenP1(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target {


float4 orig = tex2D(edgeSampler, texcoord);
float4 orig = tex2D(edgeSampler, texcoord);


// Displays a green screen if the edge data is not inside a valid range in the .w channel
// Displays a green screen if the edge data is not inside a valid range in the .w channel
if (orig.w > (w_offset+33) || orig.w < (w_offset-0.5) ) { return float4(0, 1, 0, 1.0); }
if (orig.w > (w_offset+33) || orig.w < (w_offset-0.5) ) { return float4(0, 1, 0, 1.0); }


// Get points, saturate color data in c[0]
// Get points, saturate color data in c[0]
// [ c22 ]
// [ c22 ]
// [ c24, c9, c23 ]
// [ c24, c9, c23 ]
// [ c21, c1, c2, c3, c18 ]
// [ c21, c1, c2, c3, c18 ]
// [ c19, c10, c4, c0, c5, c11, c16 ]
// [ c19, c10, c4, c0, c5, c11, c16 ]
// [ c20, c6, c7, c8, c17 ]
// [ c20, c6, c7, c8, c17 ]
// [ c15, c12, c14 ]
// [ c15, c12, c14 ]
// [ c13 ]
// [ c13 ]
float4 c[25] = { sat( orig), get2(-1,-1), get2( 0,-1), get2( 1,-1), get2(-1, 0),
float4 c[25] = { sat( orig), get2(-1,-1), get2( 0,-1), get2( 1,-1), get2(-1, 0),
get2( 1, 0), get2(-1, 1), get2( 0, 1), get2( 1, 1), get2( 0,-2),
get2( 1, 0), get2(-1, 1), get2( 0, 1), get2( 1, 1), get2( 0,-2),
get2(-2, 0), get2( 2, 0), get2( 0, 2), get2( 0, 3), get2( 1, 2),
get2(-2, 0), get2( 2, 0), get2( 0, 2), get2( 0, 3), get2( 1, 2),
get2(-1, 2), get2( 3, 0), get2( 2, 1), get2( 2,-1), get2(-3, 0),
get2(-1, 2), get2( 3, 0), get2( 2, 1), get2( 2,-1), get2(-3, 0),
get2(-2, 1), get2(-2,-1), get2( 0,-3), get2( 1,-2), get2(-1,-2) };
get2(-2, 1), get2(-2,-1), get2( 0,-3), get2( 1,-2), get2(-1,-2) };


// Allow for higher overshoot if the current edge pixel is surrounded by similar edge pixels
// Allow for higher overshoot if the current edge pixel is surrounded by similar edge pixels
float maxedge = max4( max4(c[1].w,c[2].w,c[3].w,c[4].w), max4(c[5].w,c[6].w,c[7].w,c[8].w),
float maxedge = max4( max4(c[1].w,c[2].w,c[3].w,c[4].w), max4(c[5].w,c[6].w,c[7].w,c[8].w),
max4(c[9].w,c[10].w,c[11].w,c[12].w), c[0].w );
max4(c[9].w,c[10].w,c[11].w,c[12].w), c[0].w );


maxedge = saturate(maxedge - w_offset)*3 + 0.02;
maxedge = saturate(maxedge - w_offset)*3 + 0.02;


// [ x ]
// [ x ]
// [ z, x, w ]
// [ z, x, w ]
// [ z, z, x, w, w ]
// [ z, z, x, w, w ]
// [ y, y, y, 0, y, y, y ]
// [ y, y, y, 0, y, y, y ]
// [ w, w, x, z, z ]
// [ w, w, x, z, z ]
// [ w, x, z ]
// [ w, x, z ]
// [ x ]
// [ x ]
float var = soft_if(c[2],c[9],c[22]) *soft_if(c[7],c[12],c[13]) // x dir
float var = soft_if(c[2],c[9],c[22]) *soft_if(c[7],c[12],c[13]) // x dir
+ soft_if(c[4],c[10],c[19])*soft_if(c[5],c[11],c[16]) // y dir
+ soft_if(c[4],c[10],c[19])*soft_if(c[5],c[11],c[16]) // y dir
+ soft_if(c[1],c[24],c[21])*soft_if(c[8],c[14],c[17]) // z dir
+ soft_if(c[1],c[24],c[21])*soft_if(c[8],c[14],c[17]) // z dir
+ soft_if(c[3],c[23],c[18])*soft_if(c[6],c[20],c[15]); // w dir
+ soft_if(c[3],c[23],c[18])*soft_if(c[6],c[20],c[15]); // w dir


float s[2] = { lerp( L_compr_low, L_compr_high, smoothstep(2, 3.1, var) ),
float s[2] = { lerp( L_compr_low, L_compr_high, smoothstep(2, 3.1, var) ),
lerp( D_compr_low, D_compr_high, smoothstep(2, 3.1, var) ) };
lerp( D_compr_low, D_compr_high, smoothstep(2, 3.1, var) ) };


// RGB to luma
// RGB to luma
float c0_Y = CtL(c[0]);
float c0_Y = CtL(c[0]);


float luma[25] = { c0_Y, CtL(c[1]), CtL(c[2]), CtL(c[3]), CtL(c[4]), CtL(c[5]), CtL(c[6]),
float luma[25] = { c0_Y, CtL(c[1]), CtL(c[2]), CtL(c[3]), CtL(c[4]), CtL(c[5]), CtL(c[6]),
CtL(c[7]), CtL(c[8]), CtL(c[9]), CtL(c[10]), CtL(c[11]), CtL(c[12]),
CtL(c[7]), CtL(c[8]), CtL(c[9]), CtL(c[10]), CtL(c[11]), CtL(c[12]),
CtL(c[13]), CtL(c[14]), CtL(c[15]), CtL(c[16]), CtL(c[17]), CtL(c[18]),
CtL(c[13]), CtL(c[14]), CtL(c[15]), CtL(c[16]), CtL(c[17]), CtL(c[18]),
CtL(c[19]), CtL(c[20]), CtL(c[21]), CtL(c[22]), CtL(c[23]), CtL(c[24]) };
CtL(c[19]), CtL(c[20]), CtL(c[21]), CtL(c[22]), CtL(c[23]), CtL(c[24]) };


// Laplacian pixel weighting
// Pixel weights for the laplace kernel
float mdiff_c0 = 0.02 + 3*( abs(luma[0]-luma[2]) + abs(luma[0]-luma[4])
float mdiff_c0 = 0.02 + 3*( abs(luma[0]-luma[2]) + abs(luma[0]-luma[4])
+ abs(luma[0]-luma[5]) + abs(luma[0]-luma[7])
+ abs(luma[0]-luma[5]) + abs(luma[0]-luma[7])
+ 0.25*(abs(luma[0]-luma[1]) + abs(luma[0]-luma[3])
+ 0.25*(abs(luma[0]-luma[1]) + abs(luma[0]-luma[3])
+abs(luma[0]-luma[6]) + abs(luma[0]-luma[8])) );
+abs(luma[0]-luma[6]) + abs(luma[0]-luma[8])) );


float weights[12] = { ( 0.25 ), ( 0.25 ), ( 0.25 ), ( 0.25 ), // c2, // c4, // c5, // c7
float weights[12] = { ( 0.25 ), ( 0.25 ), ( 0.25 ), ( 0.25 ), // c2, // c4, // c5, // c7
( min((mdiff_c0/mdiff(24, 21, 2, 4, 9, 10, 1)), 1) ), // c1
( min((mdiff_c0/mdiff(24, 21, 2, 4, 9, 10, 1)), 1) ), // c1
( min((mdiff_c0/mdiff(23, 18, 5, 2, 9, 11, 3)), 1) ), // c3
( min((mdiff_c0/mdiff(23, 18, 5, 2, 9, 11, 3)), 1) ), // c3
( min((mdiff_c0/mdiff(4, 20, 15, 7, 10, 12, 6)), 1) ), // c6
( min((mdiff_c0/mdiff(4, 20, 15, 7, 10, 12, 6)), 1) ), // c6
( min((mdiff_c0/mdiff(5, 7, 17, 14, 12, 11, 8)), 1) ), // c8
( min((mdiff_c0/mdiff(5, 7, 17, 14, 12, 11, 8)), 1) ), // c8
( min((mdiff_c0/mdiff(2, 24, 23, 22, 1, 3, 9)), 2) ), // c9
( min((mdiff_c0/mdiff(2, 24, 23, 22, 1, 3, 9)), 2) ), // c9
( min((mdiff_c0/mdiff(20, 19, 21, 4, 1, 6, 10)), 2) ), // c10
( min((mdiff_c0/mdiff(20, 19, 21, 4, 1, 6, 10)), 2) ), // c10
( min((mdiff_c0/mdiff(17, 5, 18, 16, 3, 8, 11)), 2) ), // c11
( min((mdiff_c0/mdiff(17, 5, 18, 16, 3, 8, 11)), 2) ), // c11
( min((mdiff_c0/mdiff(13, 15, 7, 14, 6, 8, 12)), 2) ) }; // c12
( min((mdiff_c0/mdiff(13, 15, 7, 14, 6, 8, 12)), 2) ) }; // c12


weights[4] = (max(max((weights[8] + weights[9])/4, weights[4]), 0.25) + weights[4])/2;
weights[4] = (max(max((weights[8] + weights[9])/4, weights[4]), 0.25) + weights[4])/2;
weights[5] = (max(max((weights[8] + weights[10])/4, weights[5]), 0.25) + weights[5])/2;
weights[5] = (max(max((weights[8] + weights[10])/4, weights[5]), 0.25) + weights[5])/2;
weights[6] = (max(max((weights[9] + weights[11])/4, weights[6]), 0.25) + weights[6])/2;
weights[6] = (max(max((weights[9] + weights[11])/4, weights[6]), 0.25) + weights[6])/2;
weights[7] = (max(max((weights[10] + weights[11])/4, weights[7]), 0.25) + weights[7])/2;
weights[7] = (max(max((weights[10] + weights[11])/4, weights[7]), 0.25) + weights[7])/2;


// Calculate the negative part of the laplace kernel and the low threshold weight
float lowthsum = 0;
float lowthsum = 0;
float weightsum = 0;
float weightsum = 0;
float neg_laplace = 0;
float neg_laplace = 0;


int order[12] = { 2, 4, 5, 7, 1, 3, 6, 8, 9, 10, 11, 12 };
int order[12] = { 2, 4, 5, 7, 1, 3, 6, 8, 9, 10, 11, 12 };


[unroll]
for (int pix = 0; pix < 12; ++pix)
for (int pix = 0; pix < 12; ++pix)
{
{
float lowth = nonedge(c[order[pix]].w);
float x = saturate((c[order[pix]].w - w_offset - 0.01)/0.12);
neg_laplace += pow(luma[order[pix]], 2)*(weights[pix]*lowth);
float lowth = x*x*(2.99 - 2*x) + 0.01;

neg_laplace += pow(luma[order[pix]], 2.0)*(weights[pix]*lowth);
weightsum += weights[pix]*lowth;
weightsum += weights[pix]*lowth;
lowthsum += lowth;
lowthsum += lowth;
}
}


neg_laplace = pow((neg_laplace/weightsum), (1.0/2.0));

// Compute sharpening magnitude function
// Compute sharpening magnitude function
float c_edge = abs(c[0].w - w_offset);
float c_edge = abs(c[0].w - w_offset);


float sharpen_val = (lowthsum/12)*(curve_height/(curveslope*pow(c_edge, 3.5) + 0.5));
float sharpen_val = (lowthsum/12)*(curve_height/(curveslope*pow(c_edge, 3.5) + 0.5));


// Calculate sharpening diff and scale
// Calculate sharpening diff and scale
float sharpdiff = (c0_Y - sqrt(neg_laplace/weightsum))*(sharpen_val*0.8 + 0.01);
float sharpdiff = (c0_Y - neg_laplace)*(sharpen_val*0.8 + 0.01);


// Calculate local near min & max, partial cocktail sort (No branching!)
// Calculate local near min & max, partial cocktail sort (No branching!)
[unroll] // ps_4_0+ does not unroll without this
[unroll]
for (int i = 0; i < 3; ++i)
for (int i = 0; i < 3; ++i)
{
{
for (int i1 = 1+i; i1 < 25-i; ++i1)
for (int i1 = 1+i; i1 < 25-i; ++i1)
{
{
float temp = luma[i1-1];
float temp = luma[i1-1];
luma[i1-1] = min(luma[i1-1], luma[i1]);
luma[i1-1] = min(luma[i1-1], luma[i1]);
luma[i1] = max(temp, luma[i1]);
luma[i1] = max(temp, luma[i1]);
}
}


for (int i2 = 23-i; i2 > i; --i2)
for (int i2 = 23-i; i2 > i; --i2)
{
{
float temp = luma[i2-1];
float temp = luma[i2-1];
luma[i2-1] = min(luma[i2-1], luma[i2]);
luma[i2-1] = min(luma[i2-1], luma[i2]);
luma[i2] = max(temp, luma[i2]);
luma[i2] = max(temp, luma[i2]);
}
}
}
}


float nmax = max(((luma[22] + luma[23]*2 + luma[24])/4), c0_Y);
float nmax = max(((luma[22] + luma[23]*2 + luma[24])/4), c0_Y);
float nmin = min(((luma[0] + luma[1]*2 + luma[2])/4), c0_Y);
float nmin = min(((luma[0] + luma[1]*2 + luma[2])/4), c0_Y);


// Calculate tanh scale factor, pos/neg
// Calculate tanh scale factor, pos/neg
float nmax_scale = min(((nmax - c0_Y) + L_overshoot), max_scale_lim);
float nmax_scale = min(((nmax - c0_Y) + L_overshoot), max_scale_lim);
float nmin_scale = min(((c0_Y - nmin) + D_overshoot), max_scale_lim);
float nmin_scale = min(((c0_Y - nmin) + D_overshoot), max_scale_lim);


// Soft limit sharpening with tanh, lerp to control maximum compression
// Soft limit sharpening with tanh, lerp to control maximum compression
sharpdiff = lerp( (tanh((max(sharpdiff, 0))/nmax_scale)*nmax_scale), (max(sharpdiff, 0)), s[0] )
sharpdiff = lerp( (soft_lim(max(sharpdiff, 0), nmax_scale)), max(sharpdiff, 0), s[0] )
+ lerp( (tanh((min(sharpdiff, 0))/nmin_scale)*nmin_scale), (min(sharpdiff, 0)), s[1] );
+ lerp( -(soft_lim(min(sharpdiff, 0), nmin_scale)), min(sharpdiff, 0), s[1] );


/*if (video_level_out == true)
/*if (video_level_out == true)
{
{
[flatten]
if (sharpdiff > 0) { return float4( orig.rgb + (minim_satloss - c[0].rgb), 1.0 ); }
if (sharpdiff > 0) { return float4( orig.rgb + (minim_satloss - c[0].rgb), 1.0 ); }


else { return float4( (orig.rgb + sharpdiff), 1.0 ); }
else { return float4( (orig.rgb + sharpdiff), 1.0 ); }
}*/
}*/


// Normal path
// Normal path
[flatten]
if (sharpdiff > 0) { return float4( minim_satloss, 1.0 ); }
if (sharpdiff > 0) { return float4( minim_satloss, 1.0 ); }


else { return float4( (c[0].rgb + sharpdiff), 1.0 ); }
else { return float4( (c[0].rgb + sharpdiff), 1.0 ); }
}
}


technique AdaptiveSharpen_Tech <bool enabled = RFX_Start_Enabled; int toggle = AdaptiveSharpen_ToggleKey; >
technique AdaptiveSharpen_Tech <bool enabled = RFX_Start_Enabled; int toggle = AdaptiveSharpen_ToggleKey; >
{
{
pass AdaptiveSharpenPass1
pass AdaptiveSharpenPass1
{
{
VertexShader = RFX_VS_PostProcess;
VertexShader = RFX_VS_PostProcess;
PixelShader = AdaptiveSharpenP0;
PixelShader = AdaptiveSharpenP0;
RenderTarget = edgeTex;
RenderTarget = edgeTex;
}
}
pass AdaptiveSharpenPass2
pass AdaptiveSharpenPass2
{
{
VertexShader = RFX_VS_PostProcess;
VertexShader = RFX_VS_PostProcess;
PixelShader = AdaptiveSharpenP1;
PixelShader = AdaptiveSharpenP1;
}
}
}
}


#undef w_offset
#undef w_offset
#undef get1
#undef get1
#undef b_diff
#undef b_diff
#undef minim_satloss
#undef minim_satloss
#undef soft_if
#undef soft_if
#undef soft_lim
#undef get2
#undef get2
#undef sat
#undef sat
#undef max4
#undef max4
#undef CtL
#undef CtL
#undef mdiff
#undef mdiff


#endif
#endif


#include CFX_SETTINGS_UNDEF
#include CFX_SETTINGS_UNDEF
NAMESPACE_LEAVE()
NAMESPACE_LEAVE()