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218 lines
6.5 KiB
GLSL
218 lines
6.5 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-Darken-DoG-(HQ)-Luma
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//!HOOK MAIN
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//!BIND HOOKED
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//!SAVE LINELUMA
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//!WIDTH HOOKED.w 2 /
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//!HEIGHT HOOKED.h 2 /
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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-Darken-DoG-(VeryFast)-Gaussian-X
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LINELUMA
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//!SAVE LINEKERNEL
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//!WIDTH HOOKED.w 4 /
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//!HEIGHT HOOKED.h 4 /
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//!COMPONENTS 1
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#define SPATIAL_SIGMA (0.5 * float(HOOKED_size.y) / 1080.0) //Spatial window size, must be a positive real number.
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#define KERNELSIZE (max(int(ceil(SPATIAL_SIGMA * 2.0)), 1) * 2 + 1) //Kernel size, must be an positive odd integer.
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#define KERNELHALFSIZE (int(KERNELSIZE/2)) //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2).
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#define KERNELLEN (KERNELSIZE * KERNELSIZE) //Total area of kernel. Must be equal to KERNELSIZE * KERNELSIZE.
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float gaussian(float x, float s, float m) {
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float scaled = (x - m) / s;
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return exp(-0.5 * scaled * scaled);
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}
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float comp_gaussian_x() {
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float g = 0.0;
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float gn = 0.0;
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for (int i=0; i<KERNELSIZE; i++) {
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float di = float(i - KERNELHALFSIZE);
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float gf = gaussian(di, SPATIAL_SIGMA, 0.0);
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g = g + LINELUMA_texOff(vec2(di, 0.0)).x * gf;
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gn = gn + gf;
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}
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return g / gn;
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}
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vec4 hook() {
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return vec4(comp_gaussian_x(), 0.0, 0.0, 0.0);
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}
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//!DESC Anime4K-v3.2-Darken-DoG-(VeryFast)-Gaussian-Y
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LINELUMA
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//!BIND LINEKERNEL
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//!SAVE LINEKERNEL
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//!WIDTH HOOKED.w 4 /
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//!HEIGHT HOOKED.h 4 /
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//!COMPONENTS 1
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#define SPATIAL_SIGMA (0.25 * float(HOOKED_size.y) / 1080.0) //Spatial window size, must be a positive real number.
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#define KERNELSIZE (max(int(ceil(SPATIAL_SIGMA * 2.0)), 1) * 2 + 1) //Kernel size, must be an positive odd integer.
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#define KERNELHALFSIZE (int(KERNELSIZE/2)) //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2).
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#define KERNELLEN (KERNELSIZE * KERNELSIZE) //Total area of kernel. Must be equal to KERNELSIZE * KERNELSIZE.
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float gaussian(float x, float s, float m) {
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float scaled = (x - m) / s;
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return exp(-0.5 * scaled * scaled);
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}
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float comp_gaussian_y() {
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float g = 0.0;
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float gn = 0.0;
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for (int i=0; i<KERNELSIZE; i++) {
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float di = float(i - KERNELHALFSIZE);
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float gf = gaussian(di, SPATIAL_SIGMA, 0.0);
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g = g + LINEKERNEL_texOff(vec2(0.0, di)).x * gf;
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gn = gn + gf;
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}
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return g / gn;
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}
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vec4 hook() {
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return vec4(min(LINELUMA_tex(HOOKED_pos).x - comp_gaussian_y(), 0.0), 0.0, 0.0, 0.0);
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}
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//!DESC Anime4K-v3.2-Darken-DoG-(VeryFast)-Gaussian-X
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LINEKERNEL
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//!SAVE LINEKERNEL
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//!WIDTH HOOKED.w 4 /
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//!HEIGHT HOOKED.h 4 /
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//!COMPONENTS 1
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#define SPATIAL_SIGMA (0.25 * float(HOOKED_size.y) / 1080.0) //Spatial window size, must be a positive real number.
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#define KERNELSIZE (max(int(ceil(SPATIAL_SIGMA * 2.0)), 1) * 2 + 1) //Kernel size, must be an positive odd integer.
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#define KERNELHALFSIZE (int(KERNELSIZE/2)) //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2).
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#define KERNELLEN (KERNELSIZE * KERNELSIZE) //Total area of kernel. Must be equal to KERNELSIZE * KERNELSIZE.
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float gaussian(float x, float s, float m) {
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float scaled = (x - m) / s;
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return exp(-0.5 * scaled * scaled);
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}
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float comp_gaussian_x() {
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float g = 0.0;
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float gn = 0.0;
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for (int i=0; i<KERNELSIZE; i++) {
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float di = float(i - KERNELHALFSIZE);
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float gf = gaussian(di, SPATIAL_SIGMA, 0.0);
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g = g + LINEKERNEL_texOff(vec2(di, 0.0)).x * gf;
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gn = gn + gf;
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}
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return g / gn;
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}
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vec4 hook() {
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return vec4(comp_gaussian_x(), 0.0, 0.0, 0.0);
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}
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//!DESC Anime4K-v3.2-Darken-DoG-(VeryFast)-Gaussian-Y
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LINEKERNEL
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//!SAVE LINEKERNEL
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//!WIDTH HOOKED.w 4 /
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//!HEIGHT HOOKED.h 4 /
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//!COMPONENTS 1
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#define SPATIAL_SIGMA (0.25 * float(HOOKED_size.y) / 1080.0) //Spatial window size, must be a positive real number.
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#define KERNELSIZE (max(int(ceil(SPATIAL_SIGMA * 2.0)), 1) * 2 + 1) //Kernel size, must be an positive odd integer.
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#define KERNELHALFSIZE (int(KERNELSIZE/2)) //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2).
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#define KERNELLEN (KERNELSIZE * KERNELSIZE) //Total area of kernel. Must be equal to KERNELSIZE * KERNELSIZE.
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float gaussian(float x, float s, float m) {
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float scaled = (x - m) / s;
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return exp(-0.5 * scaled * scaled);
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}
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float comp_gaussian_y() {
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float g = 0.0;
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float gn = 0.0;
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for (int i=0; i<KERNELSIZE; i++) {
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float di = float(i - KERNELHALFSIZE);
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float gf = gaussian(di, SPATIAL_SIGMA, 0.0);
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g = g + LINEKERNEL_texOff(vec2(0.0, di)).x * gf;
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gn = gn + gf;
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}
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return g / gn;
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}
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vec4 hook() {
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return vec4(comp_gaussian_y(), 0.0, 0.0, 0.0);
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}
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//!DESC Anime4K-v3.2-Darken-DoG-(VeryFast)-Upsample
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//!HOOK MAIN
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//!BIND HOOKED
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//!BIND LINEKERNEL
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#define STRENGTH 1.5 //Line darken proportional strength, higher is darker.
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vec4 hook() {
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//This trick is only possible if the inverse Y->RGB matrix has 1 for every row... (which is the case for BT.709)
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//Otherwise we would need to convert RGB to YUV, modify Y then convert back to RGB.
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return HOOKED_tex(HOOKED_pos) + (LINEKERNEL_tex(HOOKED_pos).x * STRENGTH);
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}
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