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Enhance_detail.glsl

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Oct 24th, 2016
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  1. //!HOOK LUMA
  2. //!BIND HOOKED
  3.  
  4. #define str 1.0
  5. #define r 1.0
  6.  
  7. vec4 hook(){
  8.     float l1 = HOOKED_texOff(vec2(0.0,0.0+r)).x;
  9.     float l2 = HOOKED_texOff(vec2(0.0+r,0.0+r)).x;
  10.     float l3 = HOOKED_texOff(vec2(0.0-r,0.0+r)).x;
  11.     float l4 = HOOKED_texOff(vec2(0.0+r,0.0)).x;
  12.     float l = HOOKED_texOff(vec2(0.0,0.0)).x;
  13.     float l5 = HOOKED_texOff(vec2(0.0-r,0.0)).x;
  14.     float l6 = HOOKED_texOff(vec2(0.0,0.0-r)).x;
  15.     float l7 = HOOKED_texOff(vec2(0.0-r,0.0-r)).x;
  16.     float l8 = HOOKED_texOff(vec2(0.0+r,0.0-r)).x;
  17.  
  18.     float hi = max(max(max(max(l1,l2),max(l3,l4)),max(max(l5,l6),max(l7,l8))),l);
  19.     float low = min(min(min(min(l1,l2),min(l3,l4)),min(min(l5,l6),min(l7,l8))),l);
  20.     float d = hi - low;
  21.     d = d * -0.083333 + 0.004255;
  22.     float v = max(d, 0.0);
  23.     d = v * 235.0;
  24.  
  25.     float il = mix(low, l, d);
  26.     float ih = mix(l, hi, d);
  27.  
  28.     il = v * (-8.0) + il;
  29.     ih = v * 8.0 + ih;
  30.  
  31.     float k = min(ih, max(((il + ih) * (-0.5) + l) * str + l, il));
  32.     l = clamp(k, 0.0, 1.0);
  33.     return vec4(l,0.0,0.0,0.0);
  34. }
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