// 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-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-Deblur-DoG-Kernel-X //!HOOK MAIN //!BIND HOOKED //!BIND LINELUMA //!SAVE MMKERNEL //!COMPONENTS 3 #define L_tex LINELUMA_tex float max3v(float a, float b, float c) { return max(max(a, b), c); } float min3v(float a, float b, float c) { return min(min(a, b), c); } vec2 minmax3(vec2 pos, vec2 d) { float a = L_tex(pos - d).x; float b = L_tex(pos).x; float c = L_tex(pos + d).x; return vec2(min3v(a, b, c), max3v(a, b, c)); } float lumGaussian7(vec2 pos, vec2 d) { float g = (L_tex(pos - (d + d)).x + L_tex(pos + (d + d)).x) * 0.06136; g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * 0.24477; g = g + (L_tex(pos).x) * 0.38774; return g; } vec4 hook() { return vec4(lumGaussian7(HOOKED_pos, vec2(HOOKED_pt.x, 0.0)), minmax3(HOOKED_pos, vec2(HOOKED_pt.x, 0.0)), 0.0); } //!DESC Anime4K-v3.2-Deblur-DoG-Kernel-Y //!HOOK MAIN //!BIND HOOKED //!BIND MMKERNEL //!SAVE MMKERNEL //!COMPONENTS 3 #define L_tex MMKERNEL_tex float max3v(float a, float b, float c) { return max(max(a, b), c); } float min3v(float a, float b, float c) { return min(min(a, b), c); } vec2 minmax3(vec2 pos, vec2 d) { float a0 = L_tex(pos - d).y; float b0 = L_tex(pos).y; float c0 = L_tex(pos + d).y; float a1 = L_tex(pos - d).z; float b1 = L_tex(pos).z; float c1 = L_tex(pos + d).z; return vec2(min3v(a0, b0, c0), max3v(a1, b1, c1)); } float lumGaussian7(vec2 pos, vec2 d) { float g = (L_tex(pos - (d + d)).x + L_tex(pos + (d + d)).x) * 0.06136; g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * 0.24477; g = g + (L_tex(pos).x) * 0.38774; return g; } vec4 hook() { return vec4(lumGaussian7(HOOKED_pos, vec2(0.0, HOOKED_pt.y)), minmax3(HOOKED_pos, vec2(0.0, HOOKED_pt.y)), 0.0); } //!DESC Anime4K-v3.2-Deblur-DoG-Apply //!HOOK MAIN //!BIND HOOKED //!BIND LINELUMA //!BIND MMKERNEL #define STRENGTH 0.6 //De-blur proportional strength, higher is sharper. However, it is better to tweak BLUR_CURVE instead to avoid ringing. #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; #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. #define NOISE_THRESHOLD 0.001 //Value where curve stops, used to not sharpen noise. Only de-blur values that fall above this threshold. #define L_tex LINELUMA_tex vec4 hook() { float c = (L_tex(HOOKED_pos).x - MMKERNEL_tex(HOOKED_pos).x) * STRENGTH; float t_range = BLUR_THRESHOLD - NOISE_THRESHOLD; float c_t = abs(c); if (c_t > NOISE_THRESHOLD) { c_t = (c_t - NOISE_THRESHOLD) / t_range; c_t = pow(c_t, BLUR_CURVE); c_t = c_t * t_range + NOISE_THRESHOLD; c_t = c_t * sign(c); } else { c_t = c; } 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; //This trick is only possible if the inverse Y->RGB 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) + cc; }