Files
2026-07-13 13:13:17 +08:00

65 lines
1.9 KiB
HLSL

cbuffer ParamConstants : register(b0)
{
float4 Color;
float SampleRadius;
float Strength;
float Contrast;
float MixOriginal;
float OutputAsTransparent;
}
cbuffer Resolution : register(b1)
{
float TargetWidth;
float TargetHeight;
}
cbuffer ParamConstants : register(b2)
{
int Invert;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
Texture2D<float4> Image : register(t0);
sampler texSampler : register(s0);
float4 psMain(vsOutput input) : SV_TARGET
{
float width, height;
Image.GetDimensions(width, height);
float sx = SampleRadius / width;
float sy = SampleRadius / height;
float x = input.texCoord.x;
float y = input.texCoord.y;
float4 y1 = Image.Sample(texSampler, float2(input.texCoord.x, input.texCoord.y + sy));
float4 y2 = Image.Sample(texSampler, float2(input.texCoord.x, input.texCoord.y - sy));
float4 x1 = Image.Sample(texSampler, float2(input.texCoord.x + sx, input.texCoord.y));
float4 x2 = Image.Sample(texSampler, float2(input.texCoord.x - sx, input.texCoord.y));
float4 m = Image.Sample(texSampler, float2(input.texCoord.x, input.texCoord.y));
// return ((m-y1) + (m-y2) + (m-x1) + (m-x2)) * Strength;
float average = (abs(x1.r - m.r) + abs(x2.r - m.r) + abs(y1.r - m.r) + abs(y2.r - m.r) +
abs(x1.g - m.g) + abs(x2.g - m.g) + abs(y1.g - m.g) + abs(y2.g - m.g) +
abs(x1.b - m.b) + abs(x2.b - m.b) + abs(y1.b - m.b) + abs(y2.b - m.b)) *
Strength +
Contrast;
float4 edgeColor = OutputAsTransparent < 0.5
? clamp(float4(average, average, average, 1), 0, 10000) * Color
: float4(Color.rgb, clamp(average, 0, 1));
float4 color2= lerp(edgeColor, m, MixOriginal);
return Invert ? float4(1-color2.rgb, color2.a) : color2;
}