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// 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); | |
} |
Thanks for the infos @haasn
Some more suggestions:
Some of your calculations are somewhat redundant. For example, you can multiply offset_bias
into HOOKED_pt
instead of needing to multiply it on every single texture fetch.
You can also do the same for shared constants (e.g. pattern 1 uses a constant factor 1/3 everywhere, you can just multiply that into your vec2 pt as well).
sharp_strength_luma * (0.5 / sharp_clamp)
Maybe sharp_strength_luma / (2 * sharp_clamp)
for clarity?
I'm also not sure what the difference between e.g. pattern 2 and pattern 8 is, other than the fact that the latter is slower (since it uses more texture fetches to do the same thing).
Some more tips: Since the gaussian kernel is separable, you can easily do very fast, very high blur factors by splitting your shader into two passes: One for blurring in the x direction, one for blurring in the y direction. So: Blur in one direction, save as output tmp_BLURX
or something, then load that + the original texture and do your second blur pass + compare against the original pixel in that stage.
This way you can go up to very high taps with almost negligible performance impact.
How do you use this? I'm not sure I understand
LUMA is guaranteed to only have one channel, so you can skip the vec3s and just use floats for your samples and sharpen strength, and then return
vec4(result, 0.0, 0.0, 1.0);
at the end