356 lines
8.6 KiB
Text
356 lines
8.6 KiB
Text
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//Anime4K GLSL v1.0 Release Candidate 2
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// MIT License
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// Copyright (c) 2019 bloc97, DextroseRe
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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 anime-sharpen_10_Fast (Luma)
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//!WHEN OUTPUT.w LUMA.w / 1 > OUTPUT.h LUMA.h / 1 > *
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//!HOOK LUMA
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//!BIND HOOKED
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//!WIDTH OUTPUT.w
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//!HEIGHT OUTPUT.h
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//!SAVE LUMAX
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//!COMPONENTS 1
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vec4 hook() {
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return HOOKED_tex(HOOKED_pos);
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}
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//!DESC anime-sharpen_10_Fast (ComputeGaussianX)
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//!WHEN OUTPUT.w LUMA.w / 1 > OUTPUT.h LUMA.h / 1 > *
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//!HOOK LUMA
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//!BIND HOOKED
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//!BIND LUMAX
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//!SAVE LUMAG
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//!COMPONENTS 1
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float lumGaussian5(vec2 pos, vec2 d) {
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float g = LUMA_tex(pos - (d * 2)).x * 0.187691;
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g = g + LUMA_tex(pos - d).x * 0.206038;
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g = g + LUMA_tex(pos).x * 0.212543;
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g = g + LUMA_tex(pos + d).x * 0.206038;
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g = g + LUMA_tex(pos + (d * 2)).x * 0.187691;
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return clamp(g, 0, 1); //Clamp for sanity check
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}
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vec4 hook() {
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float g = lumGaussian5(HOOKED_pos, vec2(LUMAX_pt.x, 0));
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return vec4(g, 0, 0, 0);
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}
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//!DESC anime-sharpen_10_Fast (ComputeGaussianY)
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//!WHEN OUTPUT.w LUMA.w / 1 > OUTPUT.h LUMA.h / 1 > *
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//!HOOK LUMA
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//!BIND HOOKED
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//!BIND LUMAX
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//!BIND LUMAG
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//!SAVE LUMAG
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//!COMPONENTS 1
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float lumGaussian5(vec2 pos, vec2 d) {
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float g = LUMAG_tex(pos - (d * 2)).x * 0.187691;
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g = g + LUMAG_tex(pos - d).x * 0.206038;
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g = g + LUMAG_tex(pos).x * 0.212543;
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g = g + LUMAG_tex(pos + d).x * 0.206038;
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g = g + LUMAG_tex(pos + (d * 2)).x * 0.187691;
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return clamp(g, 0, 1); //Clamp for sanity check
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}
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vec4 hook() {
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float g = lumGaussian5(HOOKED_pos, vec2(0, LUMAX_pt.y));
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return vec4(g, 0, 0, 0);
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}
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//!DESC anime-sharpen_10_Fast (LineDetect)
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//!WHEN OUTPUT.w LUMA.w / 1 > OUTPUT.h LUMA.h / 1 > *
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//!HOOK LUMA
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//!BIND HOOKED
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//!BIND LUMAG
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//!SAVE LUMAG
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//!COMPONENTS 1
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#define BlendColorDodgef(base, blend) (((blend) == 1.0) ? (blend) : min((base) / (1.0 - (blend)), 1.0))
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#define BlendColorDividef(top, bottom) (((bottom) == 1.0) ? (bottom) : min((top) / (bottom), 1.0))
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// Component wise blending
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#define Blend(base, blend, funcf) vec3(funcf(base.r, blend.r), funcf(base.g, blend.g), funcf(base.b, blend.b))
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#define BlendColorDodge(base, blend) Blend(base, blend, BlendColorDodgef)
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vec4 hook() {
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float lum = clamp(LUMA_tex(HOOKED_pos).x, 0.001, 0.999);
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float lumg = clamp(LUMAG_tex(HOOKED_pos).x, 0.001, 0.999);
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float pseudolines = BlendColorDividef(lum, lumg);
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pseudolines = 1 - clamp(pseudolines - 0.05, 0, 1);
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return vec4(pseudolines, 0, 0, 0);
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}
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//!DESC anime-sharpen_10_Fast (ComputeLineGaussianX)
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//!WHEN OUTPUT.w LUMA.w / 1 > OUTPUT.h LUMA.h / 1 > *
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//!HOOK LUMA
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//!BIND HOOKED
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//!BIND LUMAX
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//!BIND LUMAG
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//!SAVE LUMAG
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//!COMPONENTS 1
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float lumGaussian5(vec2 pos, vec2 d) {
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float g = LUMAG_tex(pos - (d * 2)).x * 0.187691;
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g = g + LUMAG_tex(pos - d).x * 0.206038;
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g = g + LUMAG_tex(pos).x * 0.212543;
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g = g + LUMAG_tex(pos + d).x * 0.206038;
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g = g + LUMAG_tex(pos + (d * 2)).x * 0.187691;
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return clamp(g, 0, 1); //Clamp for sanity check
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}
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vec4 hook() {
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float g = lumGaussian5(HOOKED_pos, vec2(LUMAX_pt.x, 0));
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return vec4(g, 0, 0, 0);
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}
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//!DESC anime-sharpen_10_Fast (ComputeLineGaussianY)
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//!WHEN OUTPUT.w LUMA.w / 1 > OUTPUT.h LUMA.h / 1 > *
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//!HOOK LUMA
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//!BIND HOOKED
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//!BIND LUMAX
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//!BIND LUMAG
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//!SAVE LUMAG
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//!COMPONENTS 1
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float lumGaussian5(vec2 pos, vec2 d) {
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float g = LUMAG_tex(pos - (d * 2)).x * 0.187691;
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g = g + LUMAG_tex(pos - d).x * 0.206038;
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g = g + LUMAG_tex(pos).x * 0.212543;
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g = g + LUMAG_tex(pos + d).x * 0.206038;
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g = g + LUMAG_tex(pos + (d * 2)).x * 0.187691;
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return clamp(g, 0, 1); //Clamp for sanity check
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}
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vec4 hook() {
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float g = lumGaussian5(HOOKED_pos, vec2(0, LUMAX_pt.y));
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return vec4(g, 0, 0, 0);
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}
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//!DESC anime-sharpen_10_Fast (ComputeGradientX)
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//!WHEN OUTPUT.w LUMA.w / 1 > OUTPUT.h LUMA.h / 1 > *
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//!HOOK LUMA
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//!BIND HOOKED
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//!BIND LUMAX
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//!SAVE LUMAD
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//!COMPONENTS 2
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vec4 hook() {
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vec2 d = LUMAX_pt;
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//[tl t tr]
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//[ l c r]
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//[bl b br]
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float l = LUMA_tex(HOOKED_pos + vec2(-d.x, 0)).x;
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float c = LUMA_tex(HOOKED_pos).x;
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float r = LUMA_tex(HOOKED_pos + vec2(d.x, 0)).x;
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//Horizontal Gradient
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//[-1 0 1]
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//[-2 0 2]
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//[-1 0 1]
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float xgrad = (-l + r);
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//Vertical Gradient
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//[-1 -2 -1]
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//[ 0 0 0]
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//[ 1 2 1]
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float ygrad = (l + c + c + r);
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//Computes the luminance's gradient
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return vec4(xgrad, ygrad, 0, 0);
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}
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//!DESC anime-sharpen_10_Fast (ComputeGradientY)
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//!HOOK LUMA
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//!BIND HOOKED
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//!BIND LUMAX
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//!WHEN OUTPUT.w LUMA.w / 1 > OUTPUT.h LUMA.h / 1 > *
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//!BIND LUMAD
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//!SAVE LUMAD
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//!COMPONENTS 1
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vec4 hook() {
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vec2 d = LUMAX_pt;
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//[tl t tr]
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//[ l cc r]
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//[bl b br]
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float tx = LUMAD_tex(HOOKED_pos + vec2(0, -d.y)).x;
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float cx = LUMAD_tex(HOOKED_pos).x;
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float bx = LUMAD_tex(HOOKED_pos + vec2(0, d.y)).x;
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float ty = LUMAD_tex(HOOKED_pos + vec2(0, -d.y)).y;
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//float cy = LUMAD_tex(HOOKED_pos).y;
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float by = LUMAD_tex(HOOKED_pos + vec2(0, d.y)).y;
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//Horizontal Gradient
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//[-1 0 1]
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//[-2 0 2]
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//[-1 0 1]
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float xgrad = (tx + cx + cx + bx);
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//Vertical Gradient
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//[-1 -2 -1]
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//[ 0 0 0]
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//[ 1 2 1]
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float ygrad = (-ty + by);
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//Computes the luminance's gradient
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return vec4(1 - clamp(sqrt(xgrad * xgrad + ygrad * ygrad), 0, 1), 0, 0, 0);
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}
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//!DESC anime-sharpen_10_Fast (Refine)
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//!HOOK SCALED
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//!BIND HOOKED
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//!WHEN OUTPUT.w LUMA.w / 1 > OUTPUT.h LUMA.h / 1 > *
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//!BIND LUMA
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//!BIND LUMAD
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//!BIND LUMAG
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#define LINE_DETECT_MUL 6
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#define LINE_DETECT_THRESHOLD 0.07
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#define MAX_STRENGTH 0.6
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#define strength (min((SCALED_size.x) / (LUMA_size.x), 1))
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#define lineprob (LUMAG_tex(HOOKED_pos).x)
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vec4 getAverage(vec4 cc, vec4 a, vec4 b, vec4 c) {
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float realstrength = clamp(strength * lineprob * LINE_DETECT_MUL, 0, MAX_STRENGTH);
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return cc * (1 - realstrength) + ((a + b + c) / 3) * realstrength;
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}
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vec4 getRGBL(vec2 pos) {
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return vec4(HOOKED_tex(pos).rgb, LUMAD_tex(pos).x);
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}
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float min3v(vec4 a, vec4 b, vec4 c) {
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return min(min(a.a, b.a), c.a);
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}
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float max3v(vec4 a, vec4 b, vec4 c) {
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return max(max(a.a, b.a), c.a);
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}
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vec4 hook() {
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if (lineprob < LINE_DETECT_THRESHOLD) {
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return HOOKED_tex(HOOKED_pos);
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}
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vec2 d = HOOKED_pt;
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vec4 cc = getRGBL(HOOKED_pos);
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vec4 t = getRGBL(HOOKED_pos + vec2(0, -d.y));
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vec4 tl = getRGBL(HOOKED_pos + vec2(-d.x, -d.y));
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vec4 tr = getRGBL(HOOKED_pos + vec2(d.x, -d.y));
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vec4 l = getRGBL(HOOKED_pos + vec2(-d.x, 0));
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vec4 r = getRGBL(HOOKED_pos + vec2(d.x, 0));
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vec4 b = getRGBL(HOOKED_pos + vec2(0, d.y));
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vec4 bl = getRGBL(HOOKED_pos + vec2(-d.x, d.y));
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vec4 br = getRGBL(HOOKED_pos + vec2(d.x, d.y));
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//Kernel 0 and 4
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float maxDark = max3v(br, b, bl);
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float minLight = min3v(tl, t, tr);
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if (minLight > cc.a && minLight > maxDark) {
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return getAverage(cc, tl, t, tr);
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} else {
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maxDark = max3v(tl, t, tr);
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minLight = min3v(br, b, bl);
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if (minLight > cc.a && minLight > maxDark) {
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return getAverage(cc, br, b, bl);
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}
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}
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//Kernel 1 and 5
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maxDark = max3v(cc, l, b);
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minLight = min3v(r, t, tr);
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if (minLight > maxDark) {
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return getAverage(cc, r, t, tr);
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} else {
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maxDark = max3v(cc, r, t);
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minLight = min3v(bl, l, b);
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if (minLight > maxDark) {
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return getAverage(cc, bl, l, b);
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}
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}
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//Kernel 2 and 6
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maxDark = max3v(l, tl, bl);
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minLight = min3v(r, br, tr);
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if (minLight > cc.a && minLight > maxDark) {
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return getAverage(cc, r, br, tr);
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} else {
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maxDark = max3v(r, br, tr);
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minLight = min3v(l, tl, bl);
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if (minLight > cc.a && minLight > maxDark) {
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return getAverage(cc, l, tl, bl);
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}
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}
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//Kernel 3 and 7
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maxDark = max3v(cc, l, t);
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minLight = min3v(r, br, b);
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if (minLight > maxDark) {
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return getAverage(cc, r, br, b);
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} else {
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maxDark = max3v(cc, r, b);
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minLight = min3v(t, l, tl);
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if (minLight > maxDark) {
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return getAverage(cc, t, l, tl);
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}
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}
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return cc;
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}
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