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unsharpMask.glsl
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//!HOOK MAIN
//!BIND HOOKED
//!SAVE PASS0
//!DESC unsharp mask pass1
vec4 hook() {
return linearize(textureLod(HOOKED_raw, HOOKED_pos, 0.0) * HOOKED_mul);
}
//!HOOK MAIN
//!BIND PASS0
//!SAVE PASS1
//!DESC unsharp mask pass2
////////////////////////////////////////////////////////////////////////
// USER CONFIGURABLE, PASS 2 (blur in y axis)
//
// CAUTION! probably should use the same settings for "USER CONFIGURABLE, PASS 3" below
//
#define SIGMA 1.0 //blur spread or amount, (0.0, 10+]
#define RADIUS 2.0 //kernel radius (integer as float, e.g. 3.0), (0.0, 10+]
//
////////////////////////////////////////////////////////////////////////
#define get_weight(x) (exp(-(x) * (x) / (2.0 * SIGMA * SIGMA)))
vec4 hook() {
float weight;
vec4 csum = textureLod(PASS0_raw, PASS0_pos, 0.0) * PASS0_mul;
float wsum = 1.0;
for(float i = 1.0; i <= RADIUS; ++i) {
weight = get_weight(i);
csum += (textureLod(PASS0_raw, PASS0_pos + PASS0_pt * vec2(0.0, -i), 0.0) + textureLod(PASS0_raw, PASS0_pos + PASS0_pt * vec2(0.0, i), 0.0)) * PASS0_mul * weight;
wsum += 2.0 * weight;
}
return csum / wsum;
}
//!HOOK MAIN
//!BIND PASS0
//!BIND PASS1
//!DESC unsharp mask pass3
////////////////////////////////////////////////////////////////////////
// USER CONFIGURABLE, PASS 3 (blur in x axis and aply unsharp mask)
//
// CAUTION! probably should use the same settings for "USER CONFIGURABLE, PASS 2" above
//
#define SIGMA 1.0 //blur spread or amount, (0.0, 10+]
#define RADIUS 2.0 //kernel radius (integer as float, e.g. 3.0), (0.0, 10+]
//
//sharpnes
#define AMOUNT 0.5 //amount of sharpening [0.0, 10+]
#define THRESHOLD 0.0 //sets the minimum contrast for sharpening (e.g. 0.1), [0.0, 1.0]
//
////////////////////////////////////////////////////////////////////////
#define get_weight(x) (exp(-(x) * (x) / (2.0 * SIGMA * SIGMA)))
vec4 hook() {
float weight;
vec4 csum = textureLod(PASS1_raw, PASS1_pos, 0.0) * PASS1_mul;
float wsum = 1.0;
for(float i = 1.0; i <= RADIUS; ++i) {
weight = get_weight(i);
csum += (textureLod(PASS1_raw, PASS1_pos + PASS1_pt * vec2(-i, 0.0), 0.0) + textureLod(PASS1_raw, PASS1_pos + PASS1_pt * vec2(i, 0.0), 0.0)) * PASS1_mul * weight;
wsum += 2.0 * weight;
}
vec4 original = textureLod(PASS0_raw, PASS0_pos, 0.0) * PASS0_mul;
vec4 mask = original - csum / wsum;
if (abs(mask.r) > THRESHOLD || abs(mask.g) > THRESHOLD || abs(mask.b) > THRESHOLD)
return delinearize(original + mask * AMOUNT);
return delinearize(original);
}