// 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-Deblur-Original-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-Deblur-Original-Kernel-X //!HOOK MAIN //!BIND HOOKED //!BIND LINELUMA //!SAVE LUMAD //!WIDTH MAIN.w 2 * //!HEIGHT MAIN.h 2 * //!COMPONENTS 2 vec4 hook() { vec2 d = HOOKED_pt; //[tl t tr] //[ l c r] //[bl b br] float l = LINELUMA_tex(HOOKED_pos + vec2(-d.x, 0.0)).x; float c = LINELUMA_tex(HOOKED_pos).x; float r = LINELUMA_tex(HOOKED_pos + vec2(d.x, 0.0)).x; //Horizontal Gradient //[-1 0 1] //[-2 0 2] //[-1 0 1] float xgrad = (-l + r); //Vertical Gradient //[-1 -2 -1] //[ 0 0 0] //[ 1 2 1] float ygrad = (l + c + c + r); //Computes the luminance's gradient return vec4(xgrad, ygrad, 0.0, 0.0); } //!DESC Anime4K-v3.2-Deblur-Original-Kernel-Y //!HOOK MAIN //!BIND HOOKED //!BIND LUMAD //!SAVE LUMAD //!WIDTH MAIN.w 2 * //!HEIGHT MAIN.h 2 * //!COMPONENTS 2 /* --------------------- SETTINGS --------------------- */ //Strength of edge refinement, good values are between 0.2 and 4 #define REFINE_STRENGTH 1.0 /* --- MODIFY THESE SETTINGS BELOW AT YOUR OWN RISK --- */ //Bias of the refinement function, good values are between 0 and 1 #define REFINE_BIAS 0.0 //Polynomial fit obtained by minimizing MSE error on image #define P5 ( 11.68129591) #define P4 (-42.46906057) #define P3 ( 60.28286266) #define P2 (-41.84451327) #define P1 ( 14.05517353) #define P0 (-1.081521930) /* ----------------- END OF SETTINGS ----------------- */ float power_function(float x) { float x2 = x * x; float x3 = x2 * x; float x4 = x2 * x2; float x5 = x2 * x3; return P5*x5 + P4*x4 + P3*x3 + P2*x2 + P1*x + P0; } vec4 hook() { vec2 d = HOOKED_pt; //[tl t tr] //[ l cc r] //[bl b br] float tx = LUMAD_tex(HOOKED_pos + vec2(0.0, -d.y)).x; float cx = LUMAD_tex(HOOKED_pos).x; float bx = LUMAD_tex(HOOKED_pos + vec2(0.0, d.y)).x; float ty = LUMAD_tex(HOOKED_pos + vec2(0.0, -d.y)).y; //float cy = LUMAD_tex(HOOKED_pos).y; float by = LUMAD_tex(HOOKED_pos + vec2(0.0, d.y)).y; //Horizontal Gradient //[-1 0 1] //[-2 0 2] //[-1 0 1] float xgrad = (tx + cx + cx + bx); //Vertical Gradient //[-1 -2 -1] //[ 0 0 0] //[ 1 2 1] float ygrad = (-ty + by); //Computes the luminance's gradient float sobel_norm = clamp(sqrt(xgrad * xgrad + ygrad * ygrad), 0.0, 1.0); float dval = clamp(power_function(clamp(sobel_norm, 0.0, 1.0)) * REFINE_STRENGTH + REFINE_BIAS, 0.0, 1.0); return vec4(sobel_norm, dval, 0.0, 0.0); } //!DESC Anime4K-v3.2-Deblur-Original-Kernel-X //!HOOK MAIN //!BIND HOOKED //!BIND LUMAD //!SAVE LUMAMM //!WIDTH MAIN.w 2 * //!HEIGHT MAIN.h 2 * //!COMPONENTS 2 vec4 hook() { vec2 d = HOOKED_pt; if (LUMAD_tex(HOOKED_pos).y < 0.1) { return vec4(0.0); } //[tl t tr] //[ l c r] //[bl b br] float l = LUMAD_tex(HOOKED_pos + vec2(-d.x, 0.0)).x; float c = LUMAD_tex(HOOKED_pos).x; float r = LUMAD_tex(HOOKED_pos + vec2(d.x, 0.0)).x; //Horizontal Gradient //[-1 0 1] //[-2 0 2] //[-1 0 1] float xgrad = (-l + r); //Vertical Gradient //[-1 -2 -1] //[ 0 0 0] //[ 1 2 1] float ygrad = (l + c + c + r); return vec4(xgrad, ygrad, 0.0, 0.0); } //!DESC Anime4K-v3.2-Deblur-Original-Kernel-Y //!HOOK MAIN //!BIND HOOKED //!BIND LUMAD //!BIND LUMAMM //!SAVE LUMAMM //!WIDTH MAIN.w 2 * //!HEIGHT MAIN.h 2 * //!COMPONENTS 2 vec4 hook() { vec2 d = HOOKED_pt; if (LUMAD_tex(HOOKED_pos).y < 0.1) { return vec4(0.0); } //[tl t tr] //[ l cc r] //[bl b br] float tx = LUMAMM_tex(HOOKED_pos + vec2(0.0, -d.y)).x; float cx = LUMAMM_tex(HOOKED_pos).x; float bx = LUMAMM_tex(HOOKED_pos + vec2(0.0, d.y)).x; float ty = LUMAMM_tex(HOOKED_pos + vec2(0.0, -d.y)).y; //float cy = LUMAMM_tex(HOOKED_pos).y; float by = LUMAMM_tex(HOOKED_pos + vec2(0.0, d.y)).y; //Horizontal Gradient //[-1 0 1] //[-2 0 2] //[-1 0 1] float xgrad = (tx + cx + cx + bx); //Vertical Gradient //[-1 -2 -1] //[ 0 0 0] //[ 1 2 1] float ygrad = (-ty + by); float norm = sqrt(xgrad * xgrad + ygrad * ygrad); if (norm <= 0.001) { xgrad = 0.0; ygrad = 0.0; norm = 1.0; } return vec4(xgrad/norm, ygrad/norm, 0.0, 0.0); } //!DESC Anime4K-v3.2-Deblur-Original-Apply //!HOOK MAIN //!BIND HOOKED //!BIND LUMAD //!BIND LUMAMM //!WIDTH MAIN.w 2 * //!HEIGHT MAIN.h 2 * //!SAVE RESAMPLED vec4 hook() { vec2 d = HOOKED_pt; float dval = LUMAD_tex(HOOKED_pos).y; if (dval < 0.1) { return HOOKED_tex(HOOKED_pos); } vec4 dc = LUMAMM_tex(HOOKED_pos); if (abs(dc.x + dc.y) <= 0.0001) { return HOOKED_tex(HOOKED_pos); } float xpos = -sign(dc.x); float ypos = -sign(dc.y); vec4 xval = HOOKED_tex(HOOKED_pos + vec2(d.x * xpos, 0.0)); vec4 yval = HOOKED_tex(HOOKED_pos + vec2(0.0, d.y * ypos)); float xyratio = abs(dc.x) / (abs(dc.x) + abs(dc.y)); vec4 avg = xyratio * xval + (1.0 - xyratio) * yval; return avg * dval + HOOKED_tex(HOOKED_pos) * (1.0 - dval); } //!DESC Anime4K-v3.2-Deblur-Original-Resample //!HOOK MAIN //!BIND HOOKED //!BIND RESAMPLED vec4 hook() { return RESAMPLED_tex(HOOKED_pos); }