Maybe you can try/replace with this “custom-fast-sharpen.slang
”. Best results are if used together with ntsc-anti-ringing option or effects will be on both sides still.
#version 450
/*
Fast Sharpen Shader (Custom)
Copyright (C) 2005 - 2022 guest(r) - [email protected]
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CSHARPEN, CCONTR_L, CCONTR_R, CDETAILS;
} params;
#pragma parameter CSHARPEN "Sharpen strength" 0.00 0.0 5.00 0.10
#pragma parameter CCONTR_L "Ammount of ringing - left" 0.05 0.0 0.25 0.01
#pragma parameter CCONTR_R "Ammount of ringing - right" 0.05 0.0 0.25 0.01
#pragma parameter CDETAILS "Details sharpened " 1.00 0.0 1.00 0.05
#define CSHARPEN params.CSHARPEN
#define CCONTR_L params.CCONTR_L
#define CCONTR_R params.CCONTR_R
#define CDETAILS params.CDETAILS
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 g01 = vec2(-1.0, 0.0)*params.SourceSize.zw;
vec2 g21 = vec2( 1.0, 0.0)*params.SourceSize.zw;
vec3 c01 = texture(Source, vTexCoord + g01).rgb;
vec3 c21 = texture(Source, vTexCoord + g21).rgb;
vec3 c11 = texture(Source, vTexCoord ).rgb;
vec3 b11 = 0.5*(c01+c21);
float contrast = max(max(c11.r,c11.g),c11.b);
float contrastl = mix(2.0*CCONTR_L, CCONTR_L, contrast);
float contrastr = mix(2.0*CCONTR_R, CCONTR_R, contrast);
vec3 mn1 = min(min(c01*(1.0-contrastl),c11), min(c21*(1.0-contrastr),c11));
vec3 mx1 = max(max(c01*(1.0+contrastl),c11), max(c21*(1.0+contrastr),c11));
vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
vec3 sharpen = mix(vec3(CSHARPEN*CDETAILS), vec3(CSHARPEN), dif);
c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1);
FragColor = vec4(c11,1.0);
}