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+//Anime4K v3.1 GLSL
+
+// MIT License
+
+// Copyright (c) 2019-2020 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-v3.1-DarkLines(Fast)-Kernel(X)
+//!HOOK NATIVE
+//!BIND HOOKED
+//!SAVE MMKERNEL
+//!WIDTH NATIVE.w 2 /
+//!HEIGHT NATIVE.h 2 /
+//!COMPONENTS 1
+
+#define L_tex HOOKED_tex
+
+#define SIGMA 1
+
+float gaussian(float x, float s, float m) {
+ return (1 / (s * sqrt(2 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0));
+}
+
+float lumGaussian(vec2 pos, vec2 d) {
+ float s = SIGMA * HOOKED_size.y / 1080;
+ float kernel_size = s * 2 + 1;
+
+ float g = (L_tex(pos).x) * gaussian(0, s, 0);
+ float gn = gaussian(0, s, 0);
+
+ g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1, s, 0);
+ gn += gaussian(1, s, 0) * 2;
+
+ for (int i=2; i<kernel_size; i++) {
+ g += (L_tex(pos - (d * i)).x + L_tex(pos + (d * i)).x) * gaussian(i, s, 0);
+ gn += gaussian(i, s, 0) * 2;
+ }
+
+ return g / gn;
+}
+
+vec4 hook() {
+ return vec4(lumGaussian(HOOKED_pos, vec2(HOOKED_pt.x, 0)));
+}
+
+//!DESC Anime4K-v3.1-DarkLines(Fast)-Kernel(Y)
+//!HOOK NATIVE
+//!BIND HOOKED
+//!BIND MMKERNEL
+//!SAVE MMKERNEL
+//!WIDTH NATIVE.w 2 /
+//!HEIGHT NATIVE.h 2 /
+//!COMPONENTS 1
+
+#define L_tex MMKERNEL_tex
+
+#define SIGMA 1
+
+float gaussian(float x, float s, float m) {
+ return (1 / (s * sqrt(2 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0));
+}
+
+float lumGaussian(vec2 pos, vec2 d) {
+ float s = SIGMA * HOOKED_size.y / 1080;
+ float kernel_size = s * 2 + 1;
+
+ float g = (L_tex(pos).x) * gaussian(0, s, 0);
+ float gn = gaussian(0, s, 0);
+
+ g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1, s, 0);
+ gn += gaussian(1, s, 0) * 2;
+
+ for (int i=2; i<kernel_size; i++) {
+ g += (L_tex(pos - (d * i)).x + L_tex(pos + (d * i)).x) * gaussian(i, s, 0);
+ gn += gaussian(i, s, 0) * 2;
+ }
+
+ return g / gn;
+}
+
+vec4 hook() {
+ return vec4(min(HOOKED_tex(HOOKED_pos).x - lumGaussian(HOOKED_pos, vec2(0, HOOKED_pt.y)), 0));
+}
+
+//!DESC Anime4K-v3.1-DarkLines(Fast)-Kernel(X)
+//!HOOK NATIVE
+//!BIND HOOKED
+//!BIND MMKERNEL
+//!SAVE MMKERNEL
+//!WIDTH NATIVE.w 2 /
+//!HEIGHT NATIVE.h 2 /
+//!COMPONENTS 1
+
+#define L_tex MMKERNEL_tex
+
+#define SIGMA 1
+
+float gaussian(float x, float s, float m) {
+ return (1 / (s * sqrt(2 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0));
+}
+
+float lumGaussian(vec2 pos, vec2 d) {
+ float s = SIGMA * HOOKED_size.y / 1080;
+ float kernel_size = s * 2 + 1;
+
+ float g = (L_tex(pos).x) * gaussian(0, s, 0);
+ float gn = gaussian(0, s, 0);
+
+ g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1, s, 0);
+ gn += gaussian(1, s, 0) * 2;
+
+ for (int i=2; i<kernel_size; i++) {
+ g += (L_tex(pos - (d * i)).x + L_tex(pos + (d * i)).x) * gaussian(i, s, 0);
+ gn += gaussian(i, s, 0) * 2;
+ }
+
+ return g / gn;
+}
+
+vec4 hook() {
+ return vec4(lumGaussian(HOOKED_pos, vec2(HOOKED_pt.x, 0)));
+}
+
+//!DESC Anime4K-v3.1-DarkLines(Fast)-Kernel(Y)
+//!HOOK NATIVE
+//!BIND HOOKED
+//!BIND MMKERNEL
+//!SAVE MMKERNEL
+//!WIDTH NATIVE.w 2 /
+//!HEIGHT NATIVE.h 2 /
+//!COMPONENTS 1
+
+#define L_tex MMKERNEL_tex
+
+#define SIGMA 1
+
+float gaussian(float x, float s, float m) {
+ return (1 / (s * sqrt(2 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0));
+}
+
+float lumGaussian(vec2 pos, vec2 d) {
+ float s = SIGMA * HOOKED_size.y / 1080;
+ float kernel_size = s * 2 + 1;
+
+ float g = (L_tex(pos).x) * gaussian(0, s, 0);
+ float gn = gaussian(0, s, 0);
+
+ g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1, s, 0);
+ gn += gaussian(1, s, 0) * 2;
+
+ for (int i=2; i<kernel_size; i++) {
+ g += (L_tex(pos - (d * i)).x + L_tex(pos + (d * i)).x) * gaussian(i, s, 0);
+ gn += gaussian(i, s, 0) * 2;
+ }
+
+ return g / gn;
+}
+
+vec4 hook() {
+ return vec4(lumGaussian(HOOKED_pos, vec2(0, HOOKED_pt.y)));
+}
+
+//!DESC Anime4K-v3.1-DarkLines(Fast)
+//!HOOK NATIVE
+//!BIND HOOKED
+//!BIND MMKERNEL
+
+#define STRENGTH 1.5 //Line darken proportional strength, higher is darker.
+#define L_tex HOOKED_tex
+
+vec4 hook() {
+ float c = (MMKERNEL_tex(HOOKED_pos).x) * STRENGTH;
+ return vec4(clamp(c + L_tex(HOOKED_pos).x, 0, L_tex(HOOKED_pos).x), HOOKED_tex(HOOKED_pos).yz, 0);
+}
+
+
+