// vim: set ft=glsl: /* LumaSharpenHook 0.3 original hlsl by Christian Cann Schuldt Jensen ~ CeeJay.dk port to glsl by Anon It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image. It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts. This is similar to using Unsharp Mask in Photoshop. */ // -- Hooks -- //!HOOK LUMA //!BIND HOOKED // -- Sharpening -- #define sharp_strength 0.30 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. //[8|9] Experimental slower patterns. 8 = 9 tap 9 fetch gaussian, 9 = 9 tap 9 fetch high pass. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. vec4 hook(){ vec4 colorInput = LUMA_tex(LUMA_pos); //We are on luma plane: xyzw = [luma_val, 0.0, 0.0, 1.0] float ori = colorInput.x; // -- Combining the strength and luma multipliers -- float sharp_strength_luma = sharp_strength; //I'll be combining even more multipliers with it later on float px = 1.0; float py = 1.0; // Sampling patterns // [ NW, , NE ] Each texture lookup (except ori) // [ ,ori, ] samples 4 pixels // [ SW, , SE ] // -- Pattern 1 -- A (fast) 7 tap gaussian using only 2+1 texture fetches. #if pattern == 1 // -- Gaussian filter -- // [ 1/9, 2/9, ] [ 1 , 2 , ] // [ 2/9, 8/9, 2/9] = [ 2 , 8 , 2 ] // [ , 2/9, 1/9] [ , 2 , 1 ] px = (px / 3.0) * offset_bias; py = (py / 3.0) * offset_bias; float blur_ori = LUMA_texOff(vec2(px,py)).x; // North West blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South East //blur_ori += LUMA_texOff(vec2(px,py)).x; // North East //blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South West blur_ori *= 0.5; //Divide by the number of texture fetches sharp_strength_luma *= 1.5; // Adjust strength to aproximate the strength of pattern 2 #endif // -- Pattern 2 -- A 9 tap gaussian using 4+1 texture fetches. #if pattern == 2 // -- Gaussian filter -- // [ .25, .50, .25] [ 1 , 2 , 1 ] // [ .50, 1, .50] = [ 2 , 4 , 2 ] // [ .25, .50, .25] [ 1 , 2 , 1 ] px = px * 0.5 * offset_bias; py = py * 0.5 * offset_bias; float blur_ori = LUMA_texOff(vec2(px,-py)).x; // South East blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South West blur_ori += LUMA_texOff(vec2(px,py)).x; // North East blur_ori += LUMA_texOff(vec2(-px,py)).x; // North West blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches #endif // -- Pattern 3 -- An experimental 17 tap gaussian using 4+1 texture fetches. #if pattern == 3 // -- Gaussian filter -- // [ , 4 , 6 , , ] // [ ,16 ,24 ,16 , 4 ] // [ 6 ,24 , ,24 , 6 ] // [ 4 ,16 ,24 ,16 , ] // [ , , 6 , 4 , ] px = px * offset_bias; py = py * offset_bias; float blur_ori = LUMA_texOff(vec2(0.4*px,-1.2*py)).x; // South South East blur_ori += LUMA_texOff(vec2(-1.2*px,-0.4*py)).x; // West South West blur_ori += LUMA_texOff(vec2(1.2*px,0.4*py)).x; // East North East blur_ori += LUMA_texOff(vec2(-0.4*px,1.2*py)).x; // North North West blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches sharp_strength_luma *= 0.51; #endif // -- Pattern 4 -- A 9 tap high pass (pyramid filter) using 4+1 texture fetches. #if pattern == 4 // -- Gaussian filter -- // [ .50, .50, .50] [ 1 , 1 , 1 ] // [ .50, , .50] = [ 1 , , 1 ] // [ .50, .50, .50] [ 1 , 1 , 1 ] float blur_ori = LUMA_texOff(vec2(0.5 * px,-py * offset_bias)).x; // South South East blur_ori += LUMA_texOff(vec2(offset_bias * -px,0.5 * -py)).x; // West South West blur_ori += LUMA_texOff(vec2(offset_bias * px,0.5 * py)).x; // East North East blur_ori += LUMA_texOff(vec2(0.5 * -px,py * offset_bias)).x; // North North West //blur_ori += (2.0 * ori); // Probably not needed. Only serves to lessen the effect. blur_ori *= 0.25; //Divide by the number of texture fetches sharp_strength_luma *= 0.666; // Adjust strength to aproximate the strength of pattern 2 #endif // -- Pattern 8 -- A (slower) 9 tap gaussian using 9 texture fetches. #if pattern == 8 // -- Gaussian filter -- // [ 1 , 2 , 1 ] // [ 2 , 4 , 2 ] // [ 1 , 2 , 1 ] px = px * offset_bias; py = py * offset_bias; float blur_ori = LUMA_texOff(vec2(-px,py)).x; // North West blur_ori += LUMA_texOff(vec2(px,-py)).x; // South East blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South West blur_ori += LUMA_texOff(vec2(px,py)).x; // North East float blur_ori2 = LUMA_texOff(vec2(0.0,py)).x; // North blur_ori2 += LUMA_texOff(vec2(0.0,-py)).x; // South blur_ori2 += LUMA_texOff(vec2(-px,0.0)).x; // West blur_ori2 += LUMA_texOff(vec2(px,0.0)).x; // East blur_ori2 *= 2.0; blur_ori += blur_ori2; blur_ori += (ori * 4.0); // Probably not needed. Only serves to lessen the effect. // dot()s with gaussian strengths here? blur_ori /= 16.0; //Divide by the number of texture fetches sharp_strength_luma *= 0.75; // Adjust strength to aproximate the strength of pattern 2 #endif // -- Pattern 9 -- A (slower) 9 tap high pass using 9 texture fetches. #if pattern == 9 // -- Gaussian filter -- // [ 1 , 1 , 1 ] // [ 1 , 1 , 1 ] // [ 1 , 1 , 1 ] px = px * offset_bias; py = py * offset_bias; float blur_ori = LUMA_texOff(vec2(-px,py)).x; // North West blur_ori += LUMA_texOff(vec2(px,-py)).x; // South East blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South West blur_ori += LUMA_texOff(vec2(px,py)).x; // North East blur_ori += ori; // Probably not needed. Only serves to lessen the effect. blur_ori += LUMA_texOff(vec2(0.0,py)).x; // North blur_ori += LUMA_texOff(vec2(0.0,-py)).x; // South blur_ori += LUMA_texOff(vec2(-px,0.0)).x; // West blur_ori += LUMA_texOff(vec2(px,0.0)).x; // East blur_ori /= 9.0; //Divide by the number of texture fetches sharp_strength_luma *= (8.0/9.0); // Adjust strength to aproximate the strength of pattern 2 #endif // -- Calculate the sharpening -- float sharp = ori - blur_ori; //Subtracting the blurred image from the original image // -- Adjust strength of the sharpening and clamp it-- float sharp_strength_luma_clamp = sharp_strength_luma / (2.0 * sharp_clamp); //Roll part of the clamp into the dot float sharp_luma = clamp((sharp * sharp_strength_luma_clamp + 0.5), 0.0,1.0 ); //Calculate the luma, adjust the strength, scale up and clamp sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down // -- Combining the values to get the final sharpened pixel -- colorInput.x = colorInput.x + sharp_luma; // Add the sharpening to the input color. return clamp(colorInput, 0.0,1.0); }