SuperResolution.txt

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// SuperResolution - V1.0=ps_2_0
// Emmanuel - 6/03/2010
// www.homecinema-fr.com/forum/viewtopic.php?f=1195&t=29814317&start=981

// Super-resolution filter to be used behind a sharpen filter
// such as unsharp mask, ffdshow or avisynth LSF.

#define FinesseRendu 0 // 0: very fine, 1: end, 2: medium, 3: coarse

#define SeuilBruit 0.15   // to prevent the rise in background noise and
               // The enhancement of small details in the textures
               // Between 0.1 and 0.2

#define diff 0.49      // affect the rendering "3D-Like", type:
               // 0.49 => 3D-Like + now
               // 0.50 => 3D-Like this
               // 0.51 => 3D-Like - this

#define ICG 0         // Intensity of gamma correction, type 0 to 5
            // 0: low, 5: high
			
#define IAT 3         // Intensity enhancement of textures, from 0 to 3 type
            // 0: strong (recommended for diffuser 720p)
            // 3: low (recommended for diffuser 1080p)

sampler s0 : register(s0);
float4 p1 : register(c1);

#define dx (p1[0])
#define dy (p1[1])

float4 main( float2 tex : TEXCOORD0 ) : COLOR
{
   // Pixel original, blurred, corrected
   float4 ori = tex2D(s0, tex);
   float4 flou;
   float4 cori;
   float seuil = 0.82 + FinesseRendu/100;

   // Get the matrix of 9 points
   // [1, 2, 3]
   // [4, ori, 5]
   // [6, 7, 8]

   float4 c1 = tex2D(s0, tex + float2(-dx,-dy));
   float4 c2 = tex2D(s0, tex + float2(0,-dy));
   float4 c3 = tex2D(s0, tex + float2(dx,-dy));
   float4 c4 = tex2D(s0, tex + float2(-dx,0));
   float4 c5 = tex2D(s0, tex + float2(dx,0));
   float4 c6 = tex2D(s0, tex + float2(-dx,dy));
   float4 c7 = tex2D(s0, tex + float2(0,dy));
   float4 c8 = tex2D(s0, tex + float2(dx,dy));

   // Edge detection
   // Filter by sobel
   float delta1,delta2,value;

   // Horizontal gradient
   //   [ -1, 0 ,1 ]
   //   [ -2, 0, 2 ]
   //   [ -1, 0 ,1 ]
   delta1 = (c3 + 2*c5 + c8)-(c1 + 2*c4 + c6);

   // Vertical Gradient
   //   [ -1,- 2,-1 ]
   //   [  0,  0, 0 ]
   //   [  1,  2, 1 ]
   delta2 = (c6 + 2*c7 + c8)-(c1 + 2*c2 + c3);

   // Calculation
   value =  sqrt(mul(delta1,delta1) + mul(delta2,delta2)) ;

   // Gamma adaptive near a transition
   cori = ori;
   if ((value >= seuil-diff*1.15)&&(value <= seuil)) cori = pow(ori,1./(1-value/(10.5-ICG/10)));
   //If ((value> = threshold-diff * 1.15) && (value <= threshold)) cori = float4 (1,0,0,0);

   // Unsharp Mask to enhance the textures

   // Calculate blurring (Gaussian)
   // To normalize the values, divide by the sum of the coef
   // 1/(1+2+1+2+4+2+1+2+1) = 1/ 16 = .0625

   flou = (c1+c3+c6+c8 + 2*(c2+c4+c5+c7)+ 4*cori)*0.0625;

   // Sharpen textures if they are far from an edge 
   if ((value > SeuilBruit) && (value < seuil-diff)) cori = (2-IAT/10)*cori - (1-IAT/10)*flou;
   //If ((value> SeuilBruit) && (value <prev-line)) cori = float4 (0,0,1,0);

   return cori;
}
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