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/**
* Anime4k ported to ReShade
* Based on https://github.com/keijiro/UnityAnime4K
*/
#include "ReShadeUI.fxh"
uniform float _Strength < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 5.0;
ui_tooltip = "Strength.";
> = 0.3;
#include "ReShade.fxh"
float MinA(float4 a, float4 b, float4 c)
{
return min(min(a.a, b.a), c.a);
}
float MaxA(float4 a, float4 b, float4 c)
{
return max(max(a.a, b.a), c.a);
}
float MinA(float4 a, float4 b, float4 c, float4 d)
{
return min(min(min(a.a, b.a), c.a), d.a);
}
float MaxA(float4 a, float4 b, float4 c, float4 d)
{
return max(max(max(a.a, b.a), c.a), d.a);
}
float4 ComputeLum(float4 position : SV_Position,float2 texCoord : TexCoord) : SV_Target
{
float4 c = tex2D(ReShade::BackBuffer, texCoord);
float lum = (c[0] + c[0] + c[1] + c[1] + c[1] + c[2]) / 6;
return float4(c.rgb, lum);
}
float4 Largest(float4 mc, float4 lightest, float4 a, float4 b, float4 c)
{
float4 abc = lerp(mc, (a + b + c) / 3, 0.3);
return abc.a > lightest.a ? abc : lightest;
}
float4 Push(float4 position : SV_Position, float2 texCoord : TexCoord) : SV_Target
{
// [tl tc tr]
// [ml mc mr]
// [bl bc br]
float4 duv = ReShade::PixelSize.xyxy * float4(1, 1, -1, 0);
float4 tl = tex2D(ReShade::BackBuffer, texCoord - duv.xy);
float4 tc = tex2D(ReShade::BackBuffer, texCoord - duv.wy);
float4 tr = tex2D(ReShade::BackBuffer, texCoord - duv.zy);
float4 ml = tex2D(ReShade::BackBuffer, texCoord - duv.xw);
float4 mc = tex2D(ReShade::BackBuffer, texCoord);
float4 mr = tex2D(ReShade::BackBuffer, texCoord + duv.xw);
float4 bl = tex2D(ReShade::BackBuffer, texCoord + duv.zy);
float4 bc = tex2D(ReShade::BackBuffer, texCoord + duv.wy);
float4 br = tex2D(ReShade::BackBuffer, texCoord + duv.xy);
float4 lightest = mc;
// Kernel 0 and 4
if (MinA(tl, tc, tr) > MaxA(mc, br, bc, bl))
lightest = Largest(mc, lightest, tl, tc, tr);
else if (MinA(br, bc, bl) > MaxA(mc, tl, tc, tr))
lightest = Largest(mc, lightest, br, bc, bl);
// Kernel 1 and 5
if (MinA(mr, tc, tr) > MaxA(mc, ml, bc))
lightest = Largest(mc, lightest, mr, tc, tr);
else if (MinA(bl, ml, bc) > MaxA(mc, mr, tc))
lightest = Largest(mc, lightest, bl, ml, bc);
// Kernel 2 and 6
if (MinA(mr, br, tr) > MaxA(mc, ml, tl, bl))
lightest = Largest(mc, lightest, mr, br, tr);
else if (MinA(ml, tl, bl) > MaxA(mc, mr, br, tr))
lightest = Largest(mc, lightest, ml, tl, bl);
//Kernel 3 and 7
if (MinA(mr, br, bc) > MaxA(mc, ml, tc))
lightest = Largest(mc, lightest, mr, br, bc);
else if (MinA(tc, ml, tl) > MaxA(mc, mr, bc))
lightest = Largest(mc, lightest, tc, ml, tl);
return lightest;
}
float4 ComputeGradient(float4 position : SV_Position, float2 texCoord : TexCoord) : SV_Target
{
float4 c0 = tex2D(ReShade::BackBuffer, texCoord);
// [tl tc tr]
// [ml mr]
// [bl bc br]
float4 duv = ReShade::PixelSize.xyxy * float4(1, 1, -1, 0);
float tl = tex2D(ReShade::BackBuffer, texCoord - duv.xy).a;
float tc = tex2D(ReShade::BackBuffer, texCoord - duv.wy).a;
float tr = tex2D(ReShade::BackBuffer, texCoord - duv.zy).a;
float ml = tex2D(ReShade::BackBuffer, texCoord - duv.xw).a;
float mr = tex2D(ReShade::BackBuffer, texCoord + duv.xw).a;
float bl = tex2D(ReShade::BackBuffer, texCoord + duv.zy).a;
float bc = tex2D(ReShade::BackBuffer, texCoord + duv.wy).a;
float br = tex2D(ReShade::BackBuffer, texCoord + duv.xy).a;
// Horizontal gradient
// [-1 0 1]
// [-2 0 2]
// [-1 0 1]
// Vertical gradient
// [-1 -2 -1]
// [ 0 0 0]
// [ 1 2 1]
float2 grad = float2(tr + mr * 2 + br - (tl + ml * 2 + bl),
bl + bc * 2 + br - (tl + tc * 2 + tr));
// Computes the luminance's gradient and saves it in the unused alpha channel
return float4(c0.rgb, 1 - saturate(length(grad)));
}
float4 Average(float4 mc, float4 a, float4 b, float4 c)
{
return float4(lerp(mc, (a + b + c) / 3, _Strength).rgb, 1);
}
float4 PushGrad(float4 position : SV_Position, float2 texCoord : TexCoord) : SV_Target
{
// [tl tc tr]
// [ml mc mr]
// [bl bc br]
float4 duv = ReShade::PixelSize.xyxy * float4(1, 1, -1, 0);
float4 tl = tex2D(ReShade::BackBuffer, texCoord - duv.xy);
float4 tc = tex2D(ReShade::BackBuffer, texCoord - duv.wy);
float4 tr = tex2D(ReShade::BackBuffer, texCoord - duv.zy);
float4 ml = tex2D(ReShade::BackBuffer, texCoord - duv.xw);
float4 mc = tex2D(ReShade::BackBuffer, texCoord);
float4 mr = tex2D(ReShade::BackBuffer, texCoord + duv.xw);
float4 bl = tex2D(ReShade::BackBuffer, texCoord + duv.zy);
float4 bc = tex2D(ReShade::BackBuffer, texCoord + duv.wy);
float4 br = tex2D(ReShade::BackBuffer, texCoord + duv.xy);
// Kernel 0 and 4
if (MinA(tl, tc, tr) > MaxA(mc, br, bc, bl)) return Average(mc, tl, tc, tr);
if (MinA(br, bc, bl) > MaxA(mc, tl, tc, tr)) return Average(mc, br, bc, bl);
// Kernel 1 and 5
if (MinA(mr, tc, tr) > MaxA(mc, ml, bc )) return Average(mc, mr, tc, tr);
if (MinA(bl, ml, bc) > MaxA(mc, mr, tc )) return Average(mc, bl, ml, bc);
// Kernel 2 and 6
if (MinA(mr, br, tr) > MaxA(mc, ml, tl, bl)) return Average(mc, mr, br, tr);
if (MinA(ml, tl, bl) > MaxA(mc, mr, br, tr)) return Average(mc, ml, tl, bl);
// Kernel 3 and 7
if (MinA(mr, br, bc) > MaxA(mc, ml, tc )) return Average(mc, mr, br, bc);
if (MinA(tc, ml, tl) > MaxA(mc, mr, bc )) return Average(mc, tc, ml, tl);
return float4(mc.rgb, 1);
}
technique Anime4k
{
pass pass0
{
VertexShader = PostProcessVS;
PixelShader = ComputeLum;
}
pass pass1
{
VertexShader = PostProcessVS;
PixelShader = Push;
}
pass pass2
{
VertexShader = PostProcessVS;
PixelShader = ComputeGradient;
}
pass pass3
{
VertexShader = PostProcessVS;
PixelShader = PushGrad;
}
}
technique Anime4kNoPush
{
pass pass0
{
VertexShader = PostProcessVS;
PixelShader = ComputeLum;
}
pass pass1
{
VertexShader = PostProcessVS;
PixelShader = ComputeGradient;
}
pass pass2
{
VertexShader = PostProcessVS;
PixelShader = PushGrad;
}
}