//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-Upscale(x2)-DoG-Kernel(X) //!WHEN OUTPUT.w NATIVE.w / 1.200 > OUTPUT.h NATIVE.h / 1.200 > * //!HOOK NATIVE //!BIND HOOKED //!SAVE GAUSS_X2 //!COMPONENTS 3 #define L_tex HOOKED_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-v3.1-Upscale(x2)-DoG-Kernel(Y) //!WHEN OUTPUT.w NATIVE.w / 1.200 > OUTPUT.h NATIVE.h / 1.200 > * //!HOOK NATIVE //!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-v3.1-Upscale(x2)-DoG //!WHEN OUTPUT.w NATIVE.w / 1.200 > OUTPUT.h NATIVE.h / 1.200 > * //!HOOK NATIVE //!BIND HOOKED //!BIND GAUSS_X2 //!WIDTH NATIVE.w 2 * //!HEIGHT NATIVE.h 2 * #define STRENGTH 0.8 //De-blur proportional strength, higher is sharper. #define L_tex HOOKED_tex vec4 hook() { float c = (L_tex(HOOKED_pos).x - GAUSS_X2_tex(HOOKED_pos).x) * STRENGTH; return vec4(clamp(c + L_tex(HOOKED_pos).x, GAUSS_X2_tex(HOOKED_pos).y, GAUSS_X2_tex(HOOKED_pos).z), HOOKED_tex(HOOKED_pos).yz, 0); }