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Old 8th November 2011, 14:34   #8  |  Link
SubPixie
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Join Date: Jul 2011
Posts: 10
Quote:
Originally Posted by RidgeShark View Post
but its layout is beyond me, as well as being in French.
Here is the translated version :

Code:
* Sharpen complex v2 (requires ps >= 2a) */

sampler s0 : register(s0);
float4 p0 : register(c0);
float4 p1 : register(c1);

#define width (p0[0])
#define height (p0[1])

// "width" of a pixel
#define px (p1[0])
#define py (p1[1])

/* Parameters */

// Blur calculation
#define moyenne 0.6
#define dx (moyenne*px)
#define dy (moyenne*py)

#define CoefFlou 2
#define CoefOri (1+ CoefFlou)

// Sharpening
#define SharpenEdge 0.2
#define Sharpen_val0 2
#define Sharpen_val1 ((Sharpen_val0-1) / 8.0)

float4 main( float2 tex : TEXCOORD0 ) : COLOR
{
// Retrieves the original pixel
float4 ori = tex2D(s0, tex); ;

// Calculates blurred image (gaussian blur)
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));

// gaussian blur filter
// [ 1, 2 , 1 ]
// [ 2, 4 , 2 ]
// [ 1, 2 , 1 ]
// In order to normalize values, we have to divide by the sum of the coefficients
// 1 / (1+2+1+2+4+2+1+2+1) = 1 / 16 = .0625
float4 flou = (c1+c3+c6+c8 + 2*(c2+c4+c5+c7)+ 4*ori)*0.0625;

// The blurred image is substracted from the original image
float4 cori = CoefOri*ori - CoefFlou*flou;

// Edges detection
// Retrieves the 9 (pixel ?) "neighbours"
// [ c1, c2 , c3 ]
// [ c4,ori , c5 ]
// [ c6, c7 , c8 ]
c1 = tex2D(s0, tex + float2(-px,-py));
c2 = tex2D(s0, tex + float2(0,-py));
c3 = tex2D(s0, tex + float2(px,-py));
c4 = tex2D(s0, tex + float2(-px,0));
c5 = tex2D(s0, tex + float2(px,0));
c6 = tex2D(s0, tex + float2(-px,py));
c7 = tex2D(s0, tex + float2(0,py));
c8 = tex2D(s0, tex + float2(px,py));

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

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

// Calculation
if( sqrt( mul(delta1,delta1) + mul(delta2,delta2) ) >SharpenEdge ) {
// If edge, sharpening
//return float4(1,0,0,0);
return ori*Sharpen_val0 - (c1 + c2 + c3 + c4 + c5 + c6 + c7 + c8 ) * Sharpen_val1 ;
} else {
// Else, image fixed
return cori;
}
}
Maybe it won't be very useful but this is my way of contributing to this great forum I learned a lot from
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