-
Notifications
You must be signed in to change notification settings - Fork 1.4k
/
Anime4K_Deblur_DoG.glsl
153 lines (115 loc) · 4.45 KB
/
Anime4K_Deblur_DoG.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
// 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;
}