// $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; }; /* Parameters */ // for the blur filter #define mean 0.6 #define dx (mean * px) #define dy (mean * py) #define CoefBlur 2 #define CoefOrig (1 + CoefBlur) // for the sharpen filter #define SharpenEdge 0.2 #define Sharpen_val0 2 #define Sharpen_val1 ((Sharpen_val0 - 1) / 8.0) float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { // get original pixel float4 orig = tex.Sample(samp, coord); // compute blurred image (gaussian filter) float4 c1 = tex.Sample(samp, coord + float2(-dx, -dy)); float4 c2 = tex.Sample(samp, coord + float2( 0, -dy)); float4 c3 = tex.Sample(samp, coord + float2( dx, -dy)); float4 c4 = tex.Sample(samp, coord + float2(-dx, 0)); float4 c5 = tex.Sample(samp, coord + float2( dx, 0)); float4 c6 = tex.Sample(samp, coord + float2(-dx, dy)); float4 c7 = tex.Sample(samp, coord + float2( 0, dy)); float4 c8 = tex.Sample(samp, coord + float2( dx, dy)); // gaussian filter // [ 1, 2, 1 ] // [ 2, 4, 2 ] // [ 1, 2, 1 ] // 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 float4 flou = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * orig) * 0.0625; // substract blurred image from original image float4 corrected = CoefOrig * orig - CoefBlur * flou; // edge detection // Get neighbor points // [ c1, c2, c3 ] // [ c4, orig, c5 ] // [ c6, c7, c8 ] c1 = tex.Sample(samp, coord + float2(-px, -py)); c2 = tex.Sample(samp, coord + float2( 0, -py)); c3 = tex.Sample(samp, coord + float2( px, -py)); c4 = tex.Sample(samp, coord + float2(-px, 0)); c5 = tex.Sample(samp, coord + float2( px, 0)); c6 = tex.Sample(samp, coord + float2(-px, py)); c7 = tex.Sample(samp, coord + float2( 0, py)); c8 = tex.Sample(samp, coord + float2( px, py)); // using Sobel filter // horizontal gradient // [ -1, 0, 1 ] // [ -2, 0, 2 ] // [ -1, 0, 1 ] float delta1 = (c3 + 2 * c5 + c8) - (c1 + 2 * c4 + c6); // vertical gradient // [ -1, - 2, -1 ] // [ 0, 0, 0 ] // [ 1, 2, 1 ] float delta2 = (c6 + 2 * c7 + c8) - (c1 + 2 * c2 + c3); // computation if (sqrt(mul(delta1, delta1) + mul(delta2, delta2)) > SharpenEdge) { // if we have an edge, use sharpen //return float4(1,0,0,0); return orig * Sharpen_val0 - (c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8) * Sharpen_val1; } else { // else return corrected image return corrected; } }