UNPKG

molstar

Version:

A comprehensive macromolecular library.

149 lines (129 loc) 4.22 kB
"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.cas_frag = void 0; exports.cas_frag = ` precision mediump float; precision mediump sampler2D; uniform sampler2D tColor; uniform vec2 uTexSizeInv; uniform float uSharpness; // adapted from https://www.shadertoy.com/view/stXSWB /* * FidelityFX Super Resolution scales up a low resolution * image, while adding fine detail. * * MIT Open License * * https://gpuopen.com/fsr * * Left: FSR processed * Right: Original texture, bilinear interpolation * * Mouse at top: Sharpness 0 stops (maximum) * Mouse at bottom: Sharpness 2 stops (minimum) * * It works in two passes- * EASU upsamples the image with a clamped Lanczos kernel. * RCAS sharpens the image at the target resolution. * * I needed to make a few changes to improve readability and * WebGL compatibility in an algorithm I don't fully understand. * Expect bugs. * * Shader not currently running for WebGL1 targets (eg. mobile Safari) * * There is kind of no point to using FSR in Shadertoy, as it renders buffers * at full target resolution. But this might be useful for WebGL based demos * running smaller-than-target render buffers. * * For sharpening with a full resolution render buffer, * FidelityFX CAS is a better option. * https://www.shadertoy.com/view/ftsXzM * * For readability and compatibility, these optimisations have been removed: * * Fast approximate inverse and inversesqrt * * textureGather fetches (not WebGL compatible) * * Multiplying by reciprocal instead of division * * Apologies to AMD for the numerous slowdowns and errors I have introduced. * */ /***** RCAS *****/ #define FSR_RCAS_LIMIT (0.25-(1.0/16.0)) // Input callback prototypes that need to be implemented by calling shader vec4 FsrRcasLoadF(vec2 p); //------------------------------------------------------------------------------------------------------------------------------ void FsrRcasCon( out float con, // The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}. float sharpness ) { // Transform from stops to linear value. con = exp2(-sharpness); } vec3 FsrRcasF( vec2 ip, // Integer pixel position in output. float con ) { // Constant generated by RcasSetup(). // Algorithm uses minimal 3x3 pixel neighborhood. // b // d e f // h vec2 sp = vec2(ip); vec3 b = FsrRcasLoadF(sp + vec2( 0,-1)).rgb; vec3 d = FsrRcasLoadF(sp + vec2(-1, 0)).rgb; vec3 e = FsrRcasLoadF(sp).rgb; vec3 f = FsrRcasLoadF(sp + vec2( 1, 0)).rgb; vec3 h = FsrRcasLoadF(sp + vec2( 0, 1)).rgb; // Luma times 2. float bL = b.g + .5 * (b.b + b.r); float dL = d.g + .5 * (d.b + d.r); float eL = e.g + .5 * (e.b + e.r); float fL = f.g + .5 * (f.b + f.r); float hL = h.g + .5 * (h.b + h.r); // Noise detection. #ifdef dDenoise float nz = .25 * (bL + dL + fL + hL) - eL; nz=clamp( abs(nz) /( max(max(bL,dL),max(eL,max(fL,hL))) -min(min(bL,dL),min(eL,min(fL,hL))) ), 0., 1. ); nz=1.-.5*nz; #endif // Min and max of ring. vec3 mn4 = min(b, min(f, h)); vec3 mx4 = max(b, max(f, h)); // Immediate constants for peak range. vec2 peakC = vec2(1., -4.); // Limiters, these need to be high precision RCPs. vec3 hitMin = mn4 / (4. * mx4); vec3 hitMax = (peakC.x - mx4) / (4.* mn4 + peakC.y); vec3 lobeRGB = max(-hitMin, hitMax); float lobe = max( -FSR_RCAS_LIMIT, min(max(lobeRGB.r, max(lobeRGB.g, lobeRGB.b)), 0.) )*con; // Apply noise removal. #ifdef dDenoise lobe *= nz; #endif // Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes. return (lobe * (b + d + h + f) + e) / (4. * lobe + 1.); } vec4 FsrRcasLoadF(vec2 p) { return texture2D(tColor, p * uTexSizeInv); } void main() { // Set up constants float con; FsrRcasCon(con, uSharpness); // Perform RCAS pass vec3 col = FsrRcasF(gl_FragCoord.xy, con); gl_FragColor = vec4(col, FsrRcasLoadF(gl_FragCoord.xy).a); } `;