mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
Calrity + Luma
LumaSharpen now added to Clarity.
This commit is contained in:
parent
221352fd6d
commit
81c99a1a1b
@ -98,67 +98,7 @@ vec3 TonemapPass(vec3 inputColor) {
|
|||||||
|
|
||||||
return color;
|
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()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 R0f = vec4(0.0);
|
vec4 R0f = vec4(0.0);
|
||||||
@ -276,4 +216,4 @@ vec3 color = (passPixelColor0.xyz);
|
|||||||
color = TonemapPass(color);
|
color = TonemapPass(color);
|
||||||
color = (color.xyz - floor) * scale;
|
color = (color.xyz - floor) * scale;
|
||||||
passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
|
passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user