287 lines
No EOL
6.3 KiB
GLSL
287 lines
No EOL
6.3 KiB
GLSL
// 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-Original-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-Original-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 LUMAD
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//!WIDTH MAIN.w 2 *
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//!HEIGHT MAIN.h 2 *
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//!COMPONENTS 2
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vec4 hook() {
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vec2 d = HOOKED_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 = LINELUMA_tex(HOOKED_pos + vec2(-d.x, 0.0)).x;
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float c = LINELUMA_tex(HOOKED_pos).x;
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float r = LINELUMA_tex(HOOKED_pos + vec2(d.x, 0.0)).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, 0.0);
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}
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//!DESC Anime4K-v3.2-Deblur-Original-Kernel-Y
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LUMAD
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//!SAVE LUMAD
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//!WIDTH MAIN.w 2 *
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//!HEIGHT MAIN.h 2 *
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//!COMPONENTS 2
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/* --------------------- SETTINGS --------------------- */
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//Strength of edge refinement, good values are between 0.2 and 4
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#define REFINE_STRENGTH 1.0
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/* --- MODIFY THESE SETTINGS BELOW AT YOUR OWN RISK --- */
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//Bias of the refinement function, good values are between 0 and 1
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#define REFINE_BIAS 0.0
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//Polynomial fit obtained by minimizing MSE error on image
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#define P5 ( 11.68129591)
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#define P4 (-42.46906057)
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#define P3 ( 60.28286266)
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#define P2 (-41.84451327)
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#define P1 ( 14.05517353)
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#define P0 (-1.081521930)
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/* ----------------- END OF SETTINGS ----------------- */
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float power_function(float x) {
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float x2 = x * x;
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float x3 = x2 * x;
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float x4 = x2 * x2;
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float x5 = x2 * x3;
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return P5*x5 + P4*x4 + P3*x3 + P2*x2 + P1*x + P0;
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}
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vec4 hook() {
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vec2 d = HOOKED_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(0.0, -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(0.0, d.y)).x;
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float ty = LUMAD_tex(HOOKED_pos + vec2(0.0, -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(0.0, 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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float sobel_norm = clamp(sqrt(xgrad * xgrad + ygrad * ygrad), 0.0, 1.0);
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float dval = clamp(power_function(clamp(sobel_norm, 0.0, 1.0)) * REFINE_STRENGTH + REFINE_BIAS, 0.0, 1.0);
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return vec4(sobel_norm, dval, 0.0, 0.0);
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}
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//!DESC Anime4K-v3.2-Deblur-Original-Kernel-X
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LUMAD
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//!SAVE LUMAMM
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//!WIDTH MAIN.w 2 *
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//!HEIGHT MAIN.h 2 *
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//!COMPONENTS 2
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vec4 hook() {
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vec2 d = HOOKED_pt;
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if (LUMAD_tex(HOOKED_pos).y < 0.1) {
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return vec4(0.0);
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}
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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 = LUMAD_tex(HOOKED_pos + vec2(-d.x, 0.0)).x;
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float c = LUMAD_tex(HOOKED_pos).x;
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float r = LUMAD_tex(HOOKED_pos + vec2(d.x, 0.0)).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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return vec4(xgrad, ygrad, 0.0, 0.0);
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}
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//!DESC Anime4K-v3.2-Deblur-Original-Kernel-Y
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LUMAD
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//!BIND LUMAMM
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//!SAVE LUMAMM
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//!WIDTH MAIN.w 2 *
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//!HEIGHT MAIN.h 2 *
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//!COMPONENTS 2
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vec4 hook() {
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vec2 d = HOOKED_pt;
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if (LUMAD_tex(HOOKED_pos).y < 0.1) {
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return vec4(0.0);
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}
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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 = LUMAMM_tex(HOOKED_pos + vec2(0.0, -d.y)).x;
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float cx = LUMAMM_tex(HOOKED_pos).x;
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float bx = LUMAMM_tex(HOOKED_pos + vec2(0.0, d.y)).x;
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float ty = LUMAMM_tex(HOOKED_pos + vec2(0.0, -d.y)).y;
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//float cy = LUMAMM_tex(HOOKED_pos).y;
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float by = LUMAMM_tex(HOOKED_pos + vec2(0.0, 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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float norm = sqrt(xgrad * xgrad + ygrad * ygrad);
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if (norm <= 0.001) {
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xgrad = 0.0;
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ygrad = 0.0;
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norm = 1.0;
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}
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return vec4(xgrad/norm, ygrad/norm, 0.0, 0.0);
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}
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//!DESC Anime4K-v3.2-Deblur-Original-Apply
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LUMAD
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//!BIND LUMAMM
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//!WIDTH MAIN.w 2 *
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//!HEIGHT MAIN.h 2 *
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//!SAVE RESAMPLED
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vec4 hook() {
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vec2 d = HOOKED_pt;
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float dval = LUMAD_tex(HOOKED_pos).y;
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if (dval < 0.1) {
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return HOOKED_tex(HOOKED_pos);
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}
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vec4 dc = LUMAMM_tex(HOOKED_pos);
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if (abs(dc.x + dc.y) <= 0.0001) {
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return HOOKED_tex(HOOKED_pos);
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}
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float xpos = -sign(dc.x);
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float ypos = -sign(dc.y);
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vec4 xval = HOOKED_tex(HOOKED_pos + vec2(d.x * xpos, 0.0));
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vec4 yval = HOOKED_tex(HOOKED_pos + vec2(0.0, d.y * ypos));
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float xyratio = abs(dc.x) / (abs(dc.x) + abs(dc.y));
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vec4 avg = xyratio * xval + (1.0 - xyratio) * yval;
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return avg * dval + HOOKED_tex(HOOKED_pos) * (1.0 - dval);
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}
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//!DESC Anime4K-v3.2-Deblur-Original-Resample
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND RESAMPLED
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vec4 hook() {
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return RESAMPLED_tex(HOOKED_pos);
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} |