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Calrity + Luma
LumaSharpen now added to Clarity.
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@ -98,67 +98,7 @@ vec3 TonemapPass(vec3 inputColor) {
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return color;
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}
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//-----------------------------------------------------------
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// LumaSharpen 1.4.1
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// original hlsl by Christian Cann Schuldt Jensen ~ CeeJay.dk
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// It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image.
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// It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts.
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// This is similar to using Unsharp Mask in Photoshop.
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//-----------------------------------------------------------
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// -- Sharpening --
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#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening
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#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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// -- Advanced sharpening settings --
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#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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//I designed the pattern for offset_bias 1.0, but feel free to experiment.
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#define CoefLuma vec3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
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vec4 texel(sampler2D tex, vec2 pos, vec2 tex_size){
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vec4 colorInput = texture(tex, pos);
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vec3 ori = colorInput.rgb;
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// -- Combining the strength and luma multipliers --
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vec3 sharp_strength_luma = (CoefLuma * sharp_strength); //I'll be combining even more multipliers with it later on
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// -- Gaussian filter --
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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// [ .50, 1, .50] = [ 2 , 4 , 2 ]
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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float px = 1.0/tex_size[0];
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float py = 1.0/tex_size[1];
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vec3 blur_ori = texture(tex, pos + vec2(px,-py) * 0.5 * offset_bias).rgb; // South East
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blur_ori += texture(tex, pos + vec2(-px,-py) * 0.5 * offset_bias).rgb; // South West
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blur_ori += texture(tex, pos + vec2(px,py) * 0.5 * offset_bias).rgb; // North East
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blur_ori += texture(tex, pos + vec2(-px,py) * 0.5 * offset_bias).rgb; // North West
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp),0.5); //Roll part of the clamp into the dot
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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
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sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
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// -- Combining the values to get the final sharpened pixel --
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colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color.
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return clamp(colorInput, 0.0,1.0);
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}
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void main()
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{
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vec4 R0f = vec4(0.0);
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@ -276,4 +216,4 @@ vec3 color = (passPixelColor0.xyz);
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color = TonemapPass(color);
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color = (color.xyz - floor) * scale;
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passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
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}
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}
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