234 lines
10 KiB
GLSL
234 lines
10 KiB
GLSL
// Revised 06/19/22
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// https://gist.github.com/igv/8a77e4eb8276753b54bb94c1c50c317e
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//
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// Copyright (c) 2015-2021, bacondither
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// 1. Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer
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// in this position and unchanged.
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// 2. Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
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// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// Adaptive sharpen - version 2021-10-17
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// Tuned for use post-resize
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//!HOOK OUTPUT
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//!BIND HOOKED
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//!DESC adaptive-sharpen
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//--------------------------------------- Settings ------------------------------------------------
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#define curve_height 1.0 // Main control of sharpening strength [>0]
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// 0.3 <-> 2.0 is a reasonable range of values
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#define overshoot_ctrl false // Allow for higher overshoot if the current edge pixel
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// is surrounded by similar edge pixels
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// Defined values under this row are "optimal" DO NOT CHANGE IF YOU DO NOT KNOW WHAT YOU ARE DOING!
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#define curveslope 0.5 // Sharpening curve slope, high edge values
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#define L_compr_low 0.167 // Light compression, default (0.167=~6x)
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#define L_compr_high 0.334 // Light compression, surrounded by edges (0.334=~3x)
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#define D_compr_low 0.250 // Dark compression, default (0.250=4x)
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#define D_compr_high 0.500 // Dark compression, surrounded by edges (0.500=2x)
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#define scale_lim 0.1 // Abs max change before compression [>0.01]
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#define scale_cs 0.056 // Compression slope above scale_lim
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#define pm_p 1.0 // Power mean p-value [>0-1.0]
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//-------------------------------------------------------------------------------------------------
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#define max4(a,b,c,d) ( max(max(a, b), max(c, d)) )
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// Soft if, fast linear approx
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#define soft_if(a,b,c) ( sat((a + b + c + 0.056/2.5)/(maxedge + 0.03/2.5) - 0.85) )
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// Soft limit, modified tanh approx
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#define soft_lim(v,s) ( sat(abs(v/s)*(27.0 + pow(v/s, 2.0))/(27.0 + 9.0*pow(v/s, 2.0)))*s )
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// Weighted power mean
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#define wpmean(a,b,w) ( pow(w*pow(abs(a), pm_p) + abs(1.0-w)*pow(abs(b), pm_p), (1.0/pm_p)) )
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// Get destination pixel values
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#define get(x,y) ( HOOKED_texOff(vec2(x, y)).rgb )
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#define sat(x) ( clamp(x, 0.0, 1.0) )
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#define dxdy(val) ( length(fwidth(val)) ) // =~1/2.5 hq edge without c_comp
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#ifdef LUMA_tex
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#define CtL(RGB) RGB.x
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#else
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#define CtL(RGB) ( sqrt(dot(sat(RGB)*sat(RGB), vec3(0.2126, 0.7152, 0.0722))) )
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#endif
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#define b_diff(pix) ( (blur-luma[pix])*(blur-luma[pix]) )
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vec4 hook() {
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// [ c22 ]
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// [ c24, c9, c23 ]
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// [ c21, c1, c2, c3, c18 ]
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// [ c19, c10, c4, c0, c5, c11, c16 ]
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// [ c20, c6, c7, c8, c17 ]
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// [ c15, c12, c14 ]
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// [ c13 ]
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vec3 c[25] = vec3[](get( 0, 0), get(-1,-1), get( 0,-1), get( 1,-1), get(-1, 0),
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get( 1, 0), get(-1, 1), get( 0, 1), get( 1, 1), get( 0,-2),
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get(-2, 0), get( 2, 0), get( 0, 2), get( 0, 3), get( 1, 2),
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get(-1, 2), get( 3, 0), get( 2, 1), get( 2,-1), get(-3, 0),
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get(-2, 1), get(-2,-1), get( 0,-3), get( 1,-2), get(-1,-2));
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float e[13] = float[](dxdy(c[0]), dxdy(c[1]), dxdy(c[2]), dxdy(c[3]), dxdy(c[4]),
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dxdy(c[5]), dxdy(c[6]), dxdy(c[7]), dxdy(c[8]), dxdy(c[9]),
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dxdy(c[10]), dxdy(c[11]), dxdy(c[12]));
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// RGB to luma
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float luma[25] = float[](CtL(c[0]), CtL(c[1]), CtL(c[2]), CtL(c[3]), CtL(c[4]), CtL(c[5]), CtL(c[6]),
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CtL(c[7]), CtL(c[8]), CtL(c[9]), CtL(c[10]), CtL(c[11]), CtL(c[12]),
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CtL(c[13]), CtL(c[14]), CtL(c[15]), CtL(c[16]), CtL(c[17]), CtL(c[18]),
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CtL(c[19]), CtL(c[20]), CtL(c[21]), CtL(c[22]), CtL(c[23]), CtL(c[24]));
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float c0_Y = luma[0];
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// Blur, gauss 3x3
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float blur = (2.0 * (luma[2]+luma[4]+luma[5]+luma[7]) + (luma[1]+luma[3]+luma[6]+luma[8]) + 4.0 * luma[0]) / 16.0;
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// Contrast compression, center = 0.5
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float c_comp = sat(0.266666681f + 0.9*exp2(blur * blur * -7.4));
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// Edge detection
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// Relative matrix weights
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// [ 1 ]
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// [ 4, 5, 4 ]
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// [ 1, 5, 6, 5, 1 ]
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// [ 4, 5, 4 ]
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// [ 1 ]
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float edge = ( 1.38*b_diff(0)
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+ 1.15*(b_diff(2) + b_diff(4) + b_diff(5) + b_diff(7))
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+ 0.92*(b_diff(1) + b_diff(3) + b_diff(6) + b_diff(8))
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+ 0.23*(b_diff(9) + b_diff(10) + b_diff(11) + b_diff(12)) ) * c_comp;
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vec2 cs = vec2(L_compr_low, D_compr_low);
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if (overshoot_ctrl) {
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float maxedge = max4( max4(e[1],e[2],e[3],e[4]), max4(e[5],e[6],e[7],e[8]),
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max4(e[9],e[10],e[11],e[12]), e[0] );
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// [ x ]
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// [ z, x, w ]
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// [ z, z, x, w, w ]
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// [ y, y, y, 0, y, y, y ]
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// [ w, w, x, z, z ]
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// [ w, x, z ]
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// [ x ]
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float sbe = soft_if(e[2],e[9], dxdy(c[22]))*soft_if(e[7],e[12],dxdy(c[13])) // x dir
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+ soft_if(e[4],e[10],dxdy(c[19]))*soft_if(e[5],e[11],dxdy(c[16])) // y dir
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+ soft_if(e[1],dxdy(c[24]),dxdy(c[21]))*soft_if(e[8],dxdy(c[14]),dxdy(c[17])) // z dir
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+ soft_if(e[3],dxdy(c[23]),dxdy(c[18]))*soft_if(e[6],dxdy(c[20]),dxdy(c[15])); // w dir
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cs = mix(cs, vec2(L_compr_high, D_compr_high), sat(2.4002*sbe - 2.282));
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}
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// Precalculated default squared kernel weights
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const vec3 w1 = vec3(0.5, 1.0, 1.41421356237); // 0.25, 1.0, 2.0
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const vec3 w2 = vec3(0.86602540378, 1.0, 0.54772255751); // 0.75, 1.0, 0.3
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// Transition to a concave kernel if the center edge val is above thr
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vec3 dW = pow(mix( w1, w2, sat(2.4*edge - 0.82)), vec3(2.0));
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// Use lower weights for pixels in a more active area relative to center pixel area
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// This results in narrower and less visible overshoots around sharp edges
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float modif_e0 = 3.0 * e[0] + 0.02/2.5;
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float weights[12] = float[](( min(modif_e0/e[1], dW.y) ),
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( dW.x ),
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( min(modif_e0/e[3], dW.y) ),
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( dW.x ),
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( dW.x ),
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( min(modif_e0/e[6], dW.y) ),
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( dW.x ),
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( min(modif_e0/e[8], dW.y) ),
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( min(modif_e0/e[9], dW.z) ),
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( min(modif_e0/e[10], dW.z) ),
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( min(modif_e0/e[11], dW.z) ),
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( min(modif_e0/e[12], dW.z) ));
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weights[0] = (max(max((weights[8] + weights[9])/4.0, weights[0]), 0.25) + weights[0])/2.0;
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weights[2] = (max(max((weights[8] + weights[10])/4.0, weights[2]), 0.25) + weights[2])/2.0;
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weights[5] = (max(max((weights[9] + weights[11])/4.0, weights[5]), 0.25) + weights[5])/2.0;
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weights[7] = (max(max((weights[10] + weights[11])/4.0, weights[7]), 0.25) + weights[7])/2.0;
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// Calculate the negative part of the laplace kernel and the low threshold weight
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float lowthrsum = 0.0;
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float weightsum = 0.0;
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float neg_laplace = 0.0;
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for (int pix = 0; pix < 12; ++pix)
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{
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float lowthr = sat((20.*4.5*c_comp*e[pix + 1] - 0.221));
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neg_laplace += luma[pix+1] * luma[pix+1] * weights[pix] * lowthr;
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weightsum += weights[pix] * lowthr;
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lowthrsum += lowthr / 12.0;
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}
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neg_laplace = sqrt(neg_laplace / weightsum);
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// Compute sharpening magnitude function
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float sharpen_val = curve_height/(curve_height*curveslope*edge + 0.625);
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// Calculate sharpening diff and scale
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float sharpdiff = (c0_Y - neg_laplace)*(lowthrsum*sharpen_val + 0.01);
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// Calculate local near min & max, partial sort
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float temp;
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for (int i1 = 0; i1 < 24; i1 += 2)
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{
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temp = luma[i1];
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luma[i1] = min(luma[i1], luma[i1+1]);
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luma[i1+1] = max(temp, luma[i1+1]);
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}
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for (int i2 = 24; i2 > 0; i2 -= 2)
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{
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temp = luma[0];
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luma[0] = min(luma[0], luma[i2]);
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luma[i2] = max(temp, luma[i2]);
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temp = luma[24];
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luma[24] = max(luma[24], luma[i2-1]);
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luma[i2-1] = min(temp, luma[i2-1]);
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}
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float min_dist = min(abs(luma[24] - c0_Y), abs(c0_Y - luma[0]));
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min_dist = min(min_dist, scale_lim*(1.0 - scale_cs) + min_dist*scale_cs);
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// Soft limited anti-ringing with tanh, wpmean to control compression slope
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sharpdiff = wpmean(max(sharpdiff, 0.0), soft_lim( max(sharpdiff, 0.0), min_dist ), cs.x )
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- wpmean(min(sharpdiff, 0.0), soft_lim( min(sharpdiff, 0.0), min_dist ), cs.y );
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float sharpdiff_lim = sat(c0_Y + sharpdiff) - c0_Y;
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/*float satmul = (c0_Y + max(sharpdiff_lim*0.9, sharpdiff_lim)*0.3 + 0.03)/(c0_Y + 0.03);
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vec3 res = c0_Y + sharpdiff_lim + (c[0] - c0_Y)*satmul;
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*/
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return vec4(sharpdiff_lim + c[0], HOOKED_texOff(0).a);
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}
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