// MIT License // Copyright (c) 2019-2021 bloc97 // All rights reserved. // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. //!DESC Anime4K-v3.2-Darken-DoG-(HQ)-Luma //!HOOK MAIN //!BIND HOOKED //!SAVE LINELUMA //!COMPONENTS 1 float get_luma(vec4 rgba) { return dot(vec4(0.299, 0.587, 0.114, 0.0), rgba); } vec4 hook() { return vec4(get_luma(HOOKED_tex(HOOKED_pos)), 0.0, 0.0, 0.0); } //!DESC Anime4K-v3.2-Darken-DoG-(HQ)-Difference-X //!HOOK MAIN //!BIND HOOKED //!BIND LINELUMA //!SAVE LINEKERNEL //!COMPONENTS 1 #define SPATIAL_SIGMA (1.0 * float(HOOKED_size.y) / 1080.0) //Spatial window size, must be a positive real number. #define KERNELSIZE (max(int(ceil(SPATIAL_SIGMA * 2.0)), 1) * 2 + 1) //Kernel size, must be an positive odd integer. #define KERNELHALFSIZE (int(KERNELSIZE/2)) //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2). #define KERNELLEN (KERNELSIZE * KERNELSIZE) //Total area of kernel. Must be equal to KERNELSIZE * KERNELSIZE. float gaussian(float x, float s, float m) { float scaled = (x - m) / s; return exp(-0.5 * scaled * scaled); } float comp_gaussian_x() { float g = 0.0; float gn = 0.0; for (int i=0; iRGB matrix has 1 for every row... (which is the case for BT.709) //Otherwise we would need to convert RGB to YUV, modify Y then convert back to RGB. return HOOKED_tex(HOOKED_pos) + (comp_gaussian_y() * STRENGTH); }