// 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-Upscale-DoG-x2-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-Upscale-DoG-x2-Kernel-X //!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * //!HOOK MAIN //!BIND HOOKED //!BIND LINELUMA //!SAVE GAUSS_X2 //!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)), minmax3(HOOKED_pos, vec2(HOOKED_pt.x, 0)), 0); } //!DESC Anime4K-v3.2-Upscale-DoG-x2-Kernel-Y //!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * //!HOOK MAIN //!BIND HOOKED //!BIND GAUSS_X2 //!SAVE GAUSS_X2 //!COMPONENTS 3 #define L_tex GAUSS_X2_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, HOOKED_pt.y)), minmax3(HOOKED_pos, vec2(0, HOOKED_pt.y)), 0); } //!DESC Anime4K-v3.2-Upscale-DoG-x2-Apply //!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * //!HOOK MAIN //!BIND HOOKED //!BIND LINELUMA //!BIND GAUSS_X2 //!WIDTH MAIN.w 2 * //!HEIGHT MAIN.h 2 * #define STRENGTH 0.8 //De-blur proportional strength, higher is sharper. #define L_tex LINELUMA_tex vec4 hook() { float c = (L_tex(HOOKED_pos).x - GAUSS_X2_tex(HOOKED_pos).x) * STRENGTH; float cc = clamp(c + L_tex(HOOKED_pos).x, GAUSS_X2_tex(HOOKED_pos).y, GAUSS_X2_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; }