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// 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;
}
@@ -0,0 +1,287 @@
// 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-Original-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-Original-Kernel-X
//!HOOK MAIN
//!BIND HOOKED
//!BIND LINELUMA
//!SAVE LUMAD
//!WIDTH MAIN.w 2 *
//!HEIGHT MAIN.h 2 *
//!COMPONENTS 2
vec4 hook() {
vec2 d = HOOKED_pt;
//[tl t tr]
//[ l c r]
//[bl b br]
float l = LINELUMA_tex(HOOKED_pos + vec2(-d.x, 0.0)).x;
float c = LINELUMA_tex(HOOKED_pos).x;
float r = LINELUMA_tex(HOOKED_pos + vec2(d.x, 0.0)).x;
//Horizontal Gradient
//[-1 0 1]
//[-2 0 2]
//[-1 0 1]
float xgrad = (-l + r);
//Vertical Gradient
//[-1 -2 -1]
//[ 0 0 0]
//[ 1 2 1]
float ygrad = (l + c + c + r);
//Computes the luminance's gradient
return vec4(xgrad, ygrad, 0.0, 0.0);
}
//!DESC Anime4K-v3.2-Deblur-Original-Kernel-Y
//!HOOK MAIN
//!BIND HOOKED
//!BIND LUMAD
//!SAVE LUMAD
//!WIDTH MAIN.w 2 *
//!HEIGHT MAIN.h 2 *
//!COMPONENTS 2
/* --------------------- SETTINGS --------------------- */
//Strength of edge refinement, good values are between 0.2 and 4
#define REFINE_STRENGTH 1.0
/* --- MODIFY THESE SETTINGS BELOW AT YOUR OWN RISK --- */
//Bias of the refinement function, good values are between 0 and 1
#define REFINE_BIAS 0.0
//Polynomial fit obtained by minimizing MSE error on image
#define P5 ( 11.68129591)
#define P4 (-42.46906057)
#define P3 ( 60.28286266)
#define P2 (-41.84451327)
#define P1 ( 14.05517353)
#define P0 (-1.081521930)
/* ----------------- END OF SETTINGS ----------------- */
float power_function(float x) {
float x2 = x * x;
float x3 = x2 * x;
float x4 = x2 * x2;
float x5 = x2 * x3;
return P5*x5 + P4*x4 + P3*x3 + P2*x2 + P1*x + P0;
}
vec4 hook() {
vec2 d = HOOKED_pt;
//[tl t tr]
//[ l cc r]
//[bl b br]
float tx = LUMAD_tex(HOOKED_pos + vec2(0.0, -d.y)).x;
float cx = LUMAD_tex(HOOKED_pos).x;
float bx = LUMAD_tex(HOOKED_pos + vec2(0.0, d.y)).x;
float ty = LUMAD_tex(HOOKED_pos + vec2(0.0, -d.y)).y;
//float cy = LUMAD_tex(HOOKED_pos).y;
float by = LUMAD_tex(HOOKED_pos + vec2(0.0, d.y)).y;
//Horizontal Gradient
//[-1 0 1]
//[-2 0 2]
//[-1 0 1]
float xgrad = (tx + cx + cx + bx);
//Vertical Gradient
//[-1 -2 -1]
//[ 0 0 0]
//[ 1 2 1]
float ygrad = (-ty + by);
//Computes the luminance's gradient
float sobel_norm = clamp(sqrt(xgrad * xgrad + ygrad * ygrad), 0.0, 1.0);
float dval = clamp(power_function(clamp(sobel_norm, 0.0, 1.0)) * REFINE_STRENGTH + REFINE_BIAS, 0.0, 1.0);
return vec4(sobel_norm, dval, 0.0, 0.0);
}
//!DESC Anime4K-v3.2-Deblur-Original-Kernel-X
//!HOOK MAIN
//!BIND HOOKED
//!BIND LUMAD
//!SAVE LUMAMM
//!WIDTH MAIN.w 2 *
//!HEIGHT MAIN.h 2 *
//!COMPONENTS 2
vec4 hook() {
vec2 d = HOOKED_pt;
if (LUMAD_tex(HOOKED_pos).y < 0.1) {
return vec4(0.0);
}
//[tl t tr]
//[ l c r]
//[bl b br]
float l = LUMAD_tex(HOOKED_pos + vec2(-d.x, 0.0)).x;
float c = LUMAD_tex(HOOKED_pos).x;
float r = LUMAD_tex(HOOKED_pos + vec2(d.x, 0.0)).x;
//Horizontal Gradient
//[-1 0 1]
//[-2 0 2]
//[-1 0 1]
float xgrad = (-l + r);
//Vertical Gradient
//[-1 -2 -1]
//[ 0 0 0]
//[ 1 2 1]
float ygrad = (l + c + c + r);
return vec4(xgrad, ygrad, 0.0, 0.0);
}
//!DESC Anime4K-v3.2-Deblur-Original-Kernel-Y
//!HOOK MAIN
//!BIND HOOKED
//!BIND LUMAD
//!BIND LUMAMM
//!SAVE LUMAMM
//!WIDTH MAIN.w 2 *
//!HEIGHT MAIN.h 2 *
//!COMPONENTS 2
vec4 hook() {
vec2 d = HOOKED_pt;
if (LUMAD_tex(HOOKED_pos).y < 0.1) {
return vec4(0.0);
}
//[tl t tr]
//[ l cc r]
//[bl b br]
float tx = LUMAMM_tex(HOOKED_pos + vec2(0.0, -d.y)).x;
float cx = LUMAMM_tex(HOOKED_pos).x;
float bx = LUMAMM_tex(HOOKED_pos + vec2(0.0, d.y)).x;
float ty = LUMAMM_tex(HOOKED_pos + vec2(0.0, -d.y)).y;
//float cy = LUMAMM_tex(HOOKED_pos).y;
float by = LUMAMM_tex(HOOKED_pos + vec2(0.0, d.y)).y;
//Horizontal Gradient
//[-1 0 1]
//[-2 0 2]
//[-1 0 1]
float xgrad = (tx + cx + cx + bx);
//Vertical Gradient
//[-1 -2 -1]
//[ 0 0 0]
//[ 1 2 1]
float ygrad = (-ty + by);
float norm = sqrt(xgrad * xgrad + ygrad * ygrad);
if (norm <= 0.001) {
xgrad = 0.0;
ygrad = 0.0;
norm = 1.0;
}
return vec4(xgrad/norm, ygrad/norm, 0.0, 0.0);
}
//!DESC Anime4K-v3.2-Deblur-Original-Apply
//!HOOK MAIN
//!BIND HOOKED
//!BIND LUMAD
//!BIND LUMAMM
//!WIDTH MAIN.w 2 *
//!HEIGHT MAIN.h 2 *
//!SAVE RESAMPLED
vec4 hook() {
vec2 d = HOOKED_pt;
float dval = LUMAD_tex(HOOKED_pos).y;
if (dval < 0.1) {
return HOOKED_tex(HOOKED_pos);
}
vec4 dc = LUMAMM_tex(HOOKED_pos);
if (abs(dc.x + dc.y) <= 0.0001) {
return HOOKED_tex(HOOKED_pos);
}
float xpos = -sign(dc.x);
float ypos = -sign(dc.y);
vec4 xval = HOOKED_tex(HOOKED_pos + vec2(d.x * xpos, 0.0));
vec4 yval = HOOKED_tex(HOOKED_pos + vec2(0.0, d.y * ypos));
float xyratio = abs(dc.x) / (abs(dc.x) + abs(dc.y));
vec4 avg = xyratio * xval + (1.0 - xyratio) * yval;
return avg * dval + HOOKED_tex(HOOKED_pos) * (1.0 - dval);
}
//!DESC Anime4K-v3.2-Deblur-Original-Resample
//!HOOK MAIN
//!BIND HOOKED
//!BIND RESAMPLED
vec4 hook() {
return RESAMPLED_tex(HOOKED_pos);
}