diff --git a/glsl/Anime4K_Hybrid_v2.0RC5.glsl b/glsl/Anime4K_Hybrid_v2.0RC5.glsl new file mode 100644 index 00000000..bd0dcb37 --- /dev/null +++ b/glsl/Anime4K_Hybrid_v2.0RC5.glsl @@ -0,0 +1,462 @@ +//Anime4K Hybrid + CAS GLSL v2.0 Release Candidate 5 + +// MIT License + +// Copyright (c) 2019-2020 bloc97, DextroseRe +// Copyright (c) 2017-2019 Advanced Micro Devices, Inc. +// 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-Hybrid-CAS-v2.0RC5 +//!HOOK LUMA +//!BIND HOOKED + + +/* ---------------------- CAS SETTINGS ---------------------- */ + +//CAS Sharpness, initial sharpen filter strength (traditional sharpening) +#define SHARPNESS 0.5 + +/* --- MOST OF THE OTHER SETTINGS CAN BE FOUND AT THE END --- */ + + +float lerp(float x, float y, float a) { + return mix(x, y, a); +} + +float saturate(float x) { + return clamp(x, 0, 1); +} + +float minf3(float x, float y, float z) { + return min(x, min(y, z)); +} + +float maxf3(float x, float y, float z) { + return max(x, max(y, z)); +} + +float rcp(float x) { + if (x < 0.000001) { + x = 0.000001; + } + return 1.0 / x; +} + +vec4 hook() { + float sharpval = clamp(LUMA_size.x / 3840, 0, 1) * SHARPNESS; + + // fetch a 3x3 neighborhood around the pixel 'e', + // a b c + // d(e)f + // g h i + + float pixelX = HOOKED_pt.x; + float pixelY = HOOKED_pt.y; + float a = HOOKED_tex(HOOKED_pos + vec2(-pixelX, -pixelY)).x; + float b = HOOKED_tex(HOOKED_pos + vec2(0.0, -pixelY)).x; + float c = HOOKED_tex(HOOKED_pos + vec2(pixelX, -pixelY)).x; + float d = HOOKED_tex(HOOKED_pos + vec2(-pixelX, 0.0)).x; + float e = HOOKED_tex(HOOKED_pos).x; + float f = HOOKED_tex(HOOKED_pos + vec2(pixelX, 0.0)).x; + float g = HOOKED_tex(HOOKED_pos + vec2(-pixelX, pixelY)).x; + float h = HOOKED_tex(HOOKED_pos + vec2(0.0, pixelY)).x; + float i = HOOKED_tex(HOOKED_pos + vec2(pixelX, pixelY)).x; + + // Soft min and max. + // a b c b + // d e f * 0.5 + d e f * 0.5 + // g h i h + // These are 2.0x bigger (factored out the extra multiply). + + float mnR = minf3( minf3(d, e, f), b, h); + + float mnR2 = minf3( minf3(mnR, a, c), g, i); + mnR = mnR + mnR2; + + float mxR = maxf3( maxf3(d, e, f), b, h); + + float mxR2 = maxf3( maxf3(mxR, a, c), g, i); + mxR = mxR + mxR2; + + // Smooth minimum distance to signal limit divided by smooth max. + float rcpMR = rcp(mxR); + + float ampR = saturate(min(mnR, 2.0 - mxR) * rcpMR); + + // Shaping amount of sharpening. + ampR = sqrt(ampR); + + // Filter shape. + // 0 w 0 + // w 1 w + // 0 w 0 + float peak = -rcp(lerp(8.0, 5.0, saturate(sharpval))); + + float wR = ampR * peak; + + float rcpWeightR = rcp(1.0 + 4.0 * wR); + + vec4 outColor = vec4(saturate((b*wR+d*wR+f*wR+h*wR+e)*rcpWeightR), 0, 0, 0); + return outColor; +} + + +//!DESC Anime4K-Hybrid-Bilateral-v2.0RC5 +//!HOOK NATIVE +//!BIND HOOKED + +/* ---------------------- BILATERAL MODE FILTERING SETTINGS ---------------------- */ + +#define STRENGTH 0.2 +#define SPREAD_STRENGTH 2.0 +#define MODE_REGULARIZATION 20.0 + +/* --- MOST OF THE OTHER SETTINGS CAN BE FOUND AT THE END --- */ + +#define KERNELSIZE 3 +#define KERNELHALFSIZE 1 +#define KERNELLEN 9 + +#define GETOFFSET(i) vec2((i % KERNELSIZE) - KERNELHALFSIZE, (i / KERNELSIZE) - KERNELHALFSIZE) + + +float gaussian(float x, float s, float m) { + return (1 / (s * sqrt(2 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0)); +} + + +vec4 getMean(vec4 histogram_v[KERNELLEN], float histogram_w[KERNELLEN]) { + vec4 valsum = vec4(0); + float normsum = 0.000001; //Avoid divide by zero + + for (int i=0; i maxw) { + maxw = histogram_w[i]; + maxv = histogram_v[i]; + } + } + + return maxv; +} + +vec4 hook() { + vec2 d = HOOKED_pt; + + float sharpval = clamp(HOOKED_size.x / 1920, 0, 1); + + + vec4 histogram_v[KERNELLEN]; + float histogram_w[KERNELLEN]; + float histogram_wn[KERNELLEN]; + + float vc = HOOKED_tex(HOOKED_pos).x; + + float s = vc * STRENGTH + 0.0001; + float ss = SPREAD_STRENGTH * sharpval + 0.0001; + + + for (int i=0; i OUTPUT.h LUMA.h / 1.200 > * +//!SAVE LUMAD +//!COMPONENTS 2 + +float getLum(vec4 rgb) { + return 0.299*rgb.r + 0.587*rgb.g + 0.114*rgb.b; +} + +vec4 hook() { + vec2 d = HOOKED_pt; + + //[tl t tr] + //[ l c r] + //[bl b br] + float l = getLum(HOOKED_tex(HOOKED_pos + vec2(-d.x, 0))); + float c = getLum(HOOKED_tex(HOOKED_pos)); + float r = getLum(HOOKED_tex(HOOKED_pos + vec2(d.x, 0))); + + + //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); +} + + +//!DESC Anime4K-Hybrid-ComputeGradientY-v2.0RC5 +//!HOOK SCALED +//!BIND HOOKED +//!BIND LUMA +//!BIND LUMAD +//!WHEN OUTPUT.w LUMA.w / 1.200 > OUTPUT.h LUMA.h / 1.200 > * +//!SAVE LUMAD +//!COMPONENTS 2 + + +/* --------------------- SETTINGS --------------------- */ + +//Strength of edge refinement, good values are between 0.2 and 4 +#define REFINE_STRENGTH 1 + + +/* --- MODIFY THESE SETTINGS BELOW AT YOUR OWN RISK --- */ + +//Bias of the refinement function, good values are between 0 and 1 +#define REFINE_BIAS 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) + +//Power curve used to ease in upscaling smaller than 2x upscaling factors. +#define UPSCALE_RATIO_HYSTERESIS 1 + +/* ----------------- 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, -d.y)).x; + float cx = LUMAD_tex(HOOKED_pos).x; + float bx = LUMAD_tex(HOOKED_pos + vec2(0, d.y)).x; + + + float ty = LUMAD_tex(HOOKED_pos + vec2(0, -d.y)).y; + //float cy = LUMAD_tex(HOOKED_pos).y; + float by = LUMAD_tex(HOOKED_pos + vec2(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, 1); + + float upratio = clamp(SCALED_size.x / LUMA_size.x - 1, 0, 6); + + float dval = clamp(power_function(clamp(sobel_norm * max(pow(upratio, UPSCALE_RATIO_HYSTERESIS), 1), 0, 1)) * REFINE_STRENGTH + REFINE_BIAS, 0, 1); + + if (upratio < 1) { + dval = dval * pow(upratio, UPSCALE_RATIO_HYSTERESIS); + } + + return vec4(sobel_norm, dval, 0, 0); +} + +//!DESC Anime4K-Hybrid-ComputeSecondGradientX-v2.0RC5 +//!HOOK SCALED +//!BIND HOOKED +//!BIND LUMAD +//!WHEN OUTPUT.w LUMA.w / 1.200 > OUTPUT.h LUMA.h / 1.200 > * +//!SAVE LUMAMM +//!COMPONENTS 2 + + +vec4 hook() { + vec2 d = HOOKED_pt; + + if (LUMAD_tex(HOOKED_pos).y < 0.1) { + return vec4(0); + } + + //[tl t tr] + //[ l c r] + //[bl b br] + float l = LUMAD_tex(HOOKED_pos + vec2(-d.x, 0)).x; + float c = LUMAD_tex(HOOKED_pos).x; + float r = LUMAD_tex(HOOKED_pos + vec2(d.x, 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); +} + + +//!DESC Anime4K-Hybrid-ComputeSecondGradientY-v2.0RC5 +//!HOOK SCALED +//!BIND HOOKED +//!BIND LUMAD +//!BIND LUMAMM +//!WHEN OUTPUT.w LUMA.w / 1.200 > OUTPUT.h LUMA.h / 1.200 > * +//!SAVE LUMAMM +//!COMPONENTS 2 + +vec4 hook() { + vec2 d = HOOKED_pt; + + if (LUMAD_tex(HOOKED_pos).y < 0.1) { + return vec4(0); + } + + //[tl t tr] + //[ l cc r] + //[bl b br] + float tx = LUMAMM_tex(HOOKED_pos + vec2(0, -d.y)).x; + float cx = LUMAMM_tex(HOOKED_pos).x; + float bx = LUMAMM_tex(HOOKED_pos + vec2(0, d.y)).x; + + float ty = LUMAMM_tex(HOOKED_pos + vec2(0, -d.y)).y; + //float cy = LUMAMM_tex(HOOKED_pos).y; + float by = LUMAMM_tex(HOOKED_pos + vec2(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; + ygrad = 0; + norm = 1; + } + + return vec4(xgrad/norm, ygrad/norm, 0, 0); +} + + +//!DESC Anime4K-Hybrid-Refine-v2.0RC5 +//!HOOK SCALED +//!BIND HOOKED +//!BIND LUMA +//!BIND LUMAD +//!BIND LUMAMM +//!WHEN OUTPUT.w LUMA.w / 1.200 > OUTPUT.h LUMA.h / 1.200 > * + + +vec4 hook() { + vec2 d = HOOKED_pt; + + float dval = LUMAD_tex(HOOKED_pos).y; + if (dval < 0.1) { + return SCALED_tex(HOOKED_pos); + } + + vec4 dc = LUMAMM_tex(HOOKED_pos); + if (abs(dc.x + dc.y) <= 0.0001) { + return SCALED_tex(HOOKED_pos); + } + + float xpos = -sign(dc.x); + float ypos = -sign(dc.y); + + vec4 xval = SCALED_tex(HOOKED_pos + vec2(d.x * xpos, 0)); + vec4 yval = SCALED_tex(HOOKED_pos + vec2(0, d.y * ypos)); + + float xyratio = abs(dc.x) / (abs(dc.x) + abs(dc.y)); + + vec4 avg = xyratio * xval + (1-xyratio) * yval; + + return avg * dval + SCALED_tex(HOOKED_pos) * (1 - dval); + +} +