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The higher the resolution you place the filter in, the lower the chance of aliasing becomes, but it also adds to the risk of blurring some low-contrast details that are already blurred by up-scaling. Setting in the shader all the values of sharpening to 0.īut then, is there a benefit to use the sharpen + deband + denoise in screen space ? Before re-converting to video RGB of course. The conversion of gamma was implied, but in my question I was deliberatly refering only to deband + denoise. To show how it's done, I also added all (optional) color control functions to step 3. It's actually easy to merge multiple shaders that have only a single input in a single pass. It has 3 passes to up-sample a 4:2:0 source, and 2 passes to up-sample a 4:2:2 source. To accommodate a common multi-pass function I added "optimized path for up-sampling floating point surfaces". It's an effect filter that allows an interval of colors to pass-trough unmodified, to highlight them and change the rest of the picture to grayscale.īecause the floating point surfaces behave differently compared to the integer types, it's sometimes necessary to make two different types of shaders for the same function.
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I made improvements to almost all shaders, and added a few new ones.Ĭolor gates: These are a bit tricky to get working (the numerical intervals are narrow), but it's a popular filter, I've even seen this effect installed on an older smartphone (camera effect filter). It was pretty hard to improve my original shaders, but it was worth it. For the latest pack I took some extra time to look up assembly math.