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@sthalik
Created October 25, 2015 06:02
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/*
_____________________
LumaSharpen 1.4.1
_____________________
by Christian Cann Schuldt Jensen ~ CeeJay.dk
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.
Compiles with 3.0
*/
// -- Sharpening --
#define sharp_strength 3.0 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 1.0 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 4 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.5 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.
#define myTex2D(s,p) tex2D(s,p)
/*-----------------------------------------------------------.
/ Developer settings /
'-----------------------------------------------------------*/
#define CoefLuma float3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
//#define CoefLuma float3(0.299, 0.587, 0.114) // BT.601 luma coefficient (SD Television)
//#define CoefLuma float3(1.0/3.0, 1.0/3.0, 1.0/3.0) // Equal weight coefficient
/*-----------------------------------------------------------.
/ Main code /
'-----------------------------------------------------------*/
sampler s0 : register(s0);
float4 p0 : register(c0);
#define width (p0[0])
#define height (p0[1])
#define px (1./p0[0])
#define py (1./p0[1])
float4 main(float2 tex : TEXCOORD0) : COLOR
{
// -- Get the original pixel --
float4 ori = myTex2D(s0, tex); // ori = original pixel
// -- Combining the strength and luma multipliers --
float3 sharp_strength_luma = (CoefLuma * sharp_strength); //I'll be combining even more multipliers with it later on
/*-----------------------------------------------------------.
/ 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 ]
float3 blur_ori = myTex2D(s0, tex + (float2(px,py) / 3.0) * offset_bias).rgb; // North West
blur_ori += myTex2D(s0, tex + (float2(-px,-py) / 3.0) * offset_bias).rgb; // South East
//blur_ori += myTex2D(s0, tex + float2(px,py) / 3.0 * offset_bias); // North East
//blur_ori += myTex2D(s0, tex + float2(-px,-py) / 3.0 * offset_bias); // South West
blur_ori /= 2; //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 ]
float3 blur_ori = myTex2D(s0, tex + float2(px,-py) * 0.5 * offset_bias).rgb; // South East
blur_ori += myTex2D(s0, tex + float2(-px,-py) * 0.5 * offset_bias).rgb; // South West
blur_ori += myTex2D(s0, tex + float2(px,py) * 0.5 * offset_bias).rgb; // North East
blur_ori += myTex2D(s0, tex + float2(-px,py) * 0.5 * offset_bias).rgb; // 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 , ]
float3 blur_ori = myTex2D(s0, tex + float2(0.4*px,-1.2*py)* offset_bias).rgb; // South South East
blur_ori += myTex2D(s0, tex + float2(-1.2*px,-0.4*py) * offset_bias).rgb; // West South West
blur_ori += myTex2D(s0, tex + float2(1.2*px,0.4*py) * offset_bias).rgb; // East North East
blur_ori += myTex2D(s0, tex + float2(-0.4*px,1.2*py) * offset_bias).rgb; // 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 ]
float3 blur_ori = myTex2D(s0, tex + float2(0.5 * px,-py * offset_bias)).rgb; // South South East
blur_ori += myTex2D(s0, tex + float2(offset_bias * -px,0.5 * -py)).rgb; // West South West
blur_ori += myTex2D(s0, tex + float2(offset_bias * px,0.5 * py)).rgb; // East North East
blur_ori += myTex2D(s0, tex + float2(0.5 * -px,py * offset_bias)).rgb; // North North West
//blur_ori += (2 * ori); // Probably not needed. Only serves to lessen the effect.
blur_ori /= 4.0; //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 ]
half3 blur_ori = myTex2D(s0, tex + float2(-px,py) * offset_bias).rgb; // North West
blur_ori += myTex2D(s0, tex + float2(px,-py) * offset_bias).rgb; // South East
blur_ori += myTex2D(s0, tex + float2(-px,-py) * offset_bias).rgb; // South West
blur_ori += myTex2D(s0, tex + float2(px,py) * offset_bias).rgb; // North East
half3 blur_ori2 = myTex2D(s0, tex + float2(0,py) * offset_bias).rgb; // North
blur_ori2 += myTex2D(s0, tex + float2(0,-py) * offset_bias).rgb; // South
blur_ori2 += myTex2D(s0, tex + float2(-px,0) * offset_bias).rgb; // West
blur_ori2 += myTex2D(s0, tex + float2(px,0) * offset_bias).rgb; // East
blur_ori2 *= 2.0;
blur_ori += blur_ori2;
blur_ori += (ori * 4); // 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 ]
float3 blur_ori = myTex2D(s0, tex + float2(-px,py) * offset_bias).rgb; // North West
blur_ori += myTex2D(s0, tex + float2(px,-py) * offset_bias).rgb; // South East
blur_ori += myTex2D(s0, tex + float2(-px,-py) * offset_bias).rgb; // South West
blur_ori += myTex2D(s0, tex + float2(px,py) * offset_bias).rgb; // North East
blur_ori += ori.rgb; // Probably not needed. Only serves to lessen the effect.
blur_ori += myTex2D(s0, tex + float2(0,py) * offset_bias).rgb; // North
blur_ori += myTex2D(s0, tex + float2(0,-py) * offset_bias).rgb; // South
blur_ori += myTex2D(s0, tex + float2(-px,0) * offset_bias).rgb; // West
blur_ori += myTex2D(s0, tex + float2(px,0) * offset_bias).rgb; // East
blur_ori /= 9; //Divide by the number of texture fetches
//sharp_strength_luma *= (8.0/9.0); // Adjust strength to aproximate the strength of pattern 2
#endif
/*-----------------------------------------------------------.
/ Sharpen /
'-----------------------------------------------------------*/
// -- Calculate the sharpening --
float3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
#if 0 //New experimental limiter .. not yet finished
float sharp_luma = dot(sharp, sharp_strength_luma); //Calculate the luma
sharp_luma = (abs(sharp_luma)*8.0) * exp(1.0-(abs(sharp_luma)*8.0)) * sign(sharp_luma) / 16.0; //I should probably move the strength modifier here
#elif 0 //SweetFX 1.4 code
// -- Adjust strength of the sharpening --
float sharp_luma = dot(sharp, sharp_strength_luma); //Calculate the luma and adjust the strength
// -- Clamping the maximum amount of sharpening to prevent halo artifacts --
sharp_luma = clamp(sharp_luma, -sharp_clamp, sharp_clamp); //TODO Try a curve function instead of a clamp
#else //SweetFX 1.5.1 code
// -- Adjust strength of the sharpening and clamp it--
float4 sharp_strength_luma_clamp = float4(sharp_strength_luma * (0.5 / sharp_clamp),0.5); //Roll part of the clamp into the dot
//sharp_luma = saturate((0.5 / sharp_clamp) * sharp_luma + 0.5); //scale up and clamp
float sharp_luma = saturate(dot(float4(sharp,1.0), sharp_strength_luma_clamp)); //Calculate the luma, adjust the strength, scale up and clamp
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
#endif
/*-----------------------------------------------------------.
/ Returning the output /
'-----------------------------------------------------------*/
#if 0
return saturate(0.5 + (sharp_luma * 4));
#else
return saturate(ori + sharp_luma); // Add the sharpening to the input color.
#endif
}
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