//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-Denoise-Bilateral-Mean //!HOOK NATIVE //!BIND HOOKED #define INTENSITY_SIGMA 0.1 //Intensity window size, higher is stronger denoise, must be a positive real number #define SPATIAL_SIGMA 1.0 //Spatial window size, higher is stronger denoise, must be a positive real number. #define INTENSITY_POWER_CURVE 1.0 //Intensity window power curve. Setting it to 0 will make the intensity window treat all intensities equally, while increasing it will make the window narrower in darker intensities and wider in brighter intensities. #define KERNELSIZE int(max(int(SPATIAL_SIGMA), 1) * 2 + 1) //Kernel size, must be an positive odd integer. #define KERNELHALFSIZE (int(KERNELSIZE/2)) //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2). #define KERNELLEN (KERNELSIZE * KERNELSIZE) //Total area of kernel. Must be equal to KERNELSIZE * KERNELSIZE. #define GETOFFSET(i) vec2((i % KERNELSIZE) - KERNELHALFSIZE, (i / KERNELSIZE) - KERNELHALFSIZE) float gaussian(float x, float s, float m) { float scaled = (x - m) / s; return exp(-0.5 * scaled * scaled); } vec4 hook() { vec4 sum = vec4(0); float n = 0; float vc = HOOKED_tex(HOOKED_pos).x; float is = pow(vc + 0.0001, INTENSITY_POWER_CURVE) * INTENSITY_SIGMA; float ss = SPATIAL_SIGMA; for (int i=0; i