// $MinimumShaderProfile: ps_4_0 Texture2D tex : register(t0); SamplerState samp : register(s0); cbuffer PS_CONSTANTS : register(b0) { float px; float py; float2 wh; uint counter; float clock; }; float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { // Pixels definition: original, blurred, corrected, final float4 orig; float4 blurred; float4 corrected; float4 final; // Get neighbor points // [ 1, 2, 3 ] // [ 4, orig, 5 ] // [ 6, 7, 8 ] orig = tex.Sample(samp, coord); float4 c1 = tex.Sample(samp, coord + float2(-px, -py)); float4 c2 = tex.Sample(samp, coord + float2( 0, -py)); float4 c3 = tex.Sample(samp, coord + float2( px, -py)); float4 c4 = tex.Sample(samp, coord + float2(-px, 0)); float4 c5 = tex.Sample(samp, coord + float2( px, 0)); float4 c6 = tex.Sample(samp, coord + float2(-px, py)); float4 c7 = tex.Sample(samp, coord + float2( 0, py)); float4 c8 = tex.Sample(samp, coord + float2( px, py)); // Computation of the blurred image (gaussian filter) // to normalize the values, we need to divide by the coeff sum // 1/(1+2+1+2+4+2+1+2+1) = 1/16 = 0.0625 blurred = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * orig) * 0.0625; // substract blurred image from original image corrected = 2 * orig - blurred; // edge detection float delta1; float delta2; float value; // using Sobel filter // horizontal gradient // [ -1, 0, 1 ] // [ -2, 0, 2 ] // [ -1, 0, 1 ] delta1 = (c3 + 2 * c5 + c8) - (c1 + 2 * c4 + c6); // vertical gradient // [ -1, -2, -1 ] // [ 0, 0, 0 ] // [ 1, 2, 1 ] delta2 = (c6 + 2 * c7 + c8) - (c1 + 2 * c2 + c3); // computation value = sqrt(mul(delta1, delta1) + mul(delta2, delta2)); if (value > 0.3) { // if we have an edge, use sharpen #define Sharpen_val0 2.0 #define Sharpen_val1 0.125 final = orig * 2 - (c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8) * 0.125; //final = float4(1, 0, 0, 0); return final; } // else return corrected image return corrected; }