LYGIA Shader Library

fast (lygia/filter/sharpen/fast)

sharpening convolutional operation

Dependencies:

Use:

sharpen(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel)

Check it on Github



#ifndef SHARPENFAST_KERNELSIZE
#ifdef SHARPEN_KERNELSIZE
#define SHARPENFAST_KERNELSIZE SHARPEN_KERNELSIZE
#else
#define SHARPENFAST_KERNELSIZE 2
#endif
#endif

#ifndef SHARPENFAST_TYPE
#ifdef SHARPEN_TYPE
#define SHARPENFAST_TYPE SHARPEN_TYPE
#else
#define SHARPENFAST_TYPE vec3
#endif
#endif

#ifndef SHARPENFAST_SAMPLER_FNC
#ifdef SHARPEN_SAMPLER_FNC
#define SHARPENFAST_SAMPLER_FNC(TEX, UV) SHARPEN_SAMPLER_FNC(TEX, UV)
#else
#define SHARPENFAST_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).rgb
#endif
#endif

#ifndef FNC_SHARPENFAST
#define FNC_SHARPENFAST
SHARPENFAST_TYPE sharpenFast(in SAMPLER_TYPE tex, in vec2 coords, in vec2 pixel, float strength) {
    SHARPENFAST_TYPE sum = SHARPENFAST_TYPE(0.);
    for (int i = 0; i < SHARPENFAST_KERNELSIZE; i++) {
        float f_size = float(i) + 1.;
        f_size *= strength;
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( -1., 0.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( 0., -1.) * pixel * f_size);
        sum +=  5. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( 0., 0.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( 0., 1.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( 1., 0.) * pixel * f_size);
    }
    return sum / float(SHARPENFAST_KERNELSIZE);
}

SHARPENFAST_TYPE sharpenFast(in SAMPLER_TYPE tex, in vec2 coords, in vec2 pixel) {
    SHARPENFAST_TYPE sum = SHARPENFAST_TYPE(0.);
    for (int i = 0; i < SHARPENFAST_KERNELSIZE; i++) {
        float f_size = float(i) + 1.;
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( -1., 0.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( 0., -1.) * pixel * f_size);
        sum +=  5. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( 0., 0.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( 0., 1.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + vec2( 1., 0.) * pixel * f_size);
    }
    return sum / float(SHARPENFAST_KERNELSIZE);
}
#endif

Dependencies:

Use:

sharpen(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel)

Check it on Github



#ifndef SHARPENFAST_KERNELSIZE
#ifdef SHARPEN_KERNELSIZE
#define SHARPENFAST_KERNELSIZE SHARPEN_KERNELSIZE
#else
#define SHARPENFAST_KERNELSIZE 2
#endif
#endif

#ifndef SHARPENFAST_TYPE
#ifdef SHARPEN_TYPE
#define SHARPENFAST_TYPE SHARPEN_TYPE
#else
#define SHARPENFAST_TYPE float3
#endif
#endif

#ifndef SHARPENFAST_SAMPLER_FNC
#ifdef SHARPEN_SAMPLER_FNC
#define SHARPENFAST_SAMPLER_FNC(TEX, UV) SHARPEN_SAMPLER_FNC(TEX, UV)
#else
#define SHARPENFAST_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).rgb
#endif
#endif

#ifndef FNC_SHARPENFAST
#define FNC_SHARPENFAST
SHARPENFAST_TYPE sharpenFast(in SAMPLER_TYPE tex, in float2 coords, in float2 pixel, float strength) {
    SHARPENFAST_TYPE sum = float4(0.0,0.0,0.0,0.0);
    for (int i = 0; i < SHARPENFAST_KERNELSIZE; i++) {
        float f_size = float(i) + 1.;
        f_size *= strength;
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( -1., 0.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( 0., -1.) * pixel * f_size);
        sum +=  5. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( 0., 0.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( 0., 1.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( 1., 0.) * pixel * f_size);
    }
    return sum / float(SHARPENFAST_KERNELSIZE);
}

SHARPENFAST_TYPE sharpenFast(in SAMPLER_TYPE tex, in float2 coords, in float2 pixel) {
    SHARPENFAST_TYPE sum = float4(0.0,0.0,0.0,0.0);
    for (int i = 0; i < SHARPENFAST_KERNELSIZE; i++) {
        float f_size = float(i) + 1.;
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( -1., 0.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( 0., -1.) * pixel * f_size);
        sum +=  5. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( 0., 0.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( 0., 1.) * pixel * f_size);
        sum += -1. * SHARPENFAST_SAMPLER_FNC(tex, coords + float2( 1., 0.) * pixel * f_size);
    }
    return sum / float(SHARPENFAST_KERNELSIZE);
}
#endif

License

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

Get the latest news and releases

Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository