154 lines
4.4 KiB
Text
154 lines
4.4 KiB
Text
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// MIT License
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// Copyright (c) 2019-2021 bloc97
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// All rights reserved.
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//!DESC Anime4K-v3.2-Deblur-DoG-(HQ)-Luma
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//!HOOK MAIN
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//!BIND HOOKED
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//!SAVE LINELUMA
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//!COMPONENTS 1
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float get_luma(vec4 rgba) {
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return dot(vec4(0.299, 0.587, 0.114, 0.0), rgba);
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}
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vec4 hook() {
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return vec4(get_luma(HOOKED_tex(HOOKED_pos)), 0.0, 0.0, 0.0);
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}
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//!DESC Anime4K-v3.2-Deblur-DoG-Kernel-X
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LINELUMA
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//!SAVE MMKERNEL
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//!COMPONENTS 3
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#define L_tex LINELUMA_tex
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float max3v(float a, float b, float c) {
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return max(max(a, b), c);
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}
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float min3v(float a, float b, float c) {
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return min(min(a, b), c);
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}
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vec2 minmax3(vec2 pos, vec2 d) {
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float a = L_tex(pos - d).x;
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float b = L_tex(pos).x;
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float c = L_tex(pos + d).x;
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return vec2(min3v(a, b, c), max3v(a, b, c));
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}
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float lumGaussian7(vec2 pos, vec2 d) {
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float g = (L_tex(pos - (d + d)).x + L_tex(pos + (d + d)).x) * 0.06136;
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g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * 0.24477;
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g = g + (L_tex(pos).x) * 0.38774;
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return g;
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}
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vec4 hook() {
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return vec4(lumGaussian7(HOOKED_pos, vec2(HOOKED_pt.x, 0.0)), minmax3(HOOKED_pos, vec2(HOOKED_pt.x, 0.0)), 0.0);
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}
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//!DESC Anime4K-v3.2-Deblur-DoG-Kernel-Y
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND MMKERNEL
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//!SAVE MMKERNEL
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//!COMPONENTS 3
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#define L_tex MMKERNEL_tex
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float max3v(float a, float b, float c) {
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return max(max(a, b), c);
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}
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float min3v(float a, float b, float c) {
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return min(min(a, b), c);
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}
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vec2 minmax3(vec2 pos, vec2 d) {
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float a0 = L_tex(pos - d).y;
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float b0 = L_tex(pos).y;
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float c0 = L_tex(pos + d).y;
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float a1 = L_tex(pos - d).z;
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float b1 = L_tex(pos).z;
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float c1 = L_tex(pos + d).z;
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return vec2(min3v(a0, b0, c0), max3v(a1, b1, c1));
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}
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float lumGaussian7(vec2 pos, vec2 d) {
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float g = (L_tex(pos - (d + d)).x + L_tex(pos + (d + d)).x) * 0.06136;
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g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * 0.24477;
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g = g + (L_tex(pos).x) * 0.38774;
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return g;
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}
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vec4 hook() {
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return vec4(lumGaussian7(HOOKED_pos, vec2(0.0, HOOKED_pt.y)), minmax3(HOOKED_pos, vec2(0.0, HOOKED_pt.y)), 0.0);
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}
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//!DESC Anime4K-v3.2-Deblur-DoG-Apply
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LINELUMA
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//!BIND MMKERNEL
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#define STRENGTH 0.6 //De-blur proportional strength, higher is sharper. However, it is better to tweak BLUR_CURVE instead to avoid ringing.
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#define BLUR_CURVE 0.6 //De-blur power curve, lower is sharper. Good values are between 0.3 - 1. Values greater than 1 softens the image;
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#define BLUR_THRESHOLD 0.1 //Value where curve kicks in, used to not de-blur already sharp edges. Only de-blur values that fall below this threshold.
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#define NOISE_THRESHOLD 0.001 //Value where curve stops, used to not sharpen noise. Only de-blur values that fall above this threshold.
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#define L_tex LINELUMA_tex
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vec4 hook() {
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float c = (L_tex(HOOKED_pos).x - MMKERNEL_tex(HOOKED_pos).x) * STRENGTH;
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float t_range = BLUR_THRESHOLD - NOISE_THRESHOLD;
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float c_t = abs(c);
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if (c_t > NOISE_THRESHOLD) {
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c_t = (c_t - NOISE_THRESHOLD) / t_range;
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c_t = pow(c_t, BLUR_CURVE);
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c_t = c_t * t_range + NOISE_THRESHOLD;
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c_t = c_t * sign(c);
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} else {
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c_t = c;
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}
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float cc = clamp(c_t + L_tex(HOOKED_pos).x, MMKERNEL_tex(HOOKED_pos).y, MMKERNEL_tex(HOOKED_pos).z) - L_tex(HOOKED_pos).x;
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//This trick is only possible if the inverse Y->RGB matrix has 1 for every row... (which is the case for BT.709)
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//Otherwise we would need to convert RGB to YUV, modify Y then convert back to RGB.
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return HOOKED_tex(HOOKED_pos) + cc;
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}
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