ClarityGFX

Added LumaSharpen to Clarity.
This commit is contained in:
Jamie 2017-10-21 13:48:54 -07:00
parent 81c99a1a1b
commit 462a84e9d0

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@ -98,7 +98,67 @@ vec3 TonemapPass(vec3 inputColor) {
return color;
}
//-----------------------------------------------------------
// LumaSharpen 1.4.1
// original hlsl 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.
//-----------------------------------------------------------
// -- Sharpening --
#define sharp_strength 0.65 //[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 offset_bias 1.0 //[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 CoefLuma vec3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
vec4 texel(sampler2D tex, vec2 pos, vec2 tex_size){
vec4 colorInput = texture(tex, pos);
vec3 ori = colorInput.rgb;
// -- Combining the strength and luma multipliers --
vec3 sharp_strength_luma = (CoefLuma * sharp_strength); //I'll be combining even more multipliers with it later on
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]
float px = 1.0/tex_size[0];
float py = 1.0/tex_size[1];
vec3 blur_ori = texture(tex, pos + vec2(px,-py) * 0.5 * offset_bias).rgb; // South East
blur_ori += texture(tex, pos + vec2(-px,-py) * 0.5 * offset_bias).rgb; // South West
blur_ori += texture(tex, pos + vec2(px,py) * 0.5 * offset_bias).rgb; // North East
blur_ori += texture(tex, pos + vec2(-px,py) * 0.5 * offset_bias).rgb; // North West
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
// -- Calculate the sharpening --
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it--
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp),0.5); //Roll part of the clamp into the dot
float sharp_luma = clamp((dot(vec4(sharp,1.0), sharp_strength_luma_clamp)), 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.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color.
return clamp(colorInput, 0.0,1.0);
}
void main()
{
vec4 R0f = vec4(0.0);