

Adjust the brightness of the image.

Adjust the brightness and contrast of the image.

Adjust the hue, saturation, and brightness.

Adjust the brightness, color tone, and contrast of an image by moving the curve.

limit the number of tones in an image and reduce the number of colors.

Replace colors in the image with colors of a gradient, which depends on the lightness or darkness of each color.

Reverse the negatives and positives of an image.

Convert the image to monochrome based on luminosity.

Convert the image to monochrome based on the average of the RGB values.

Adjust the color balance of the image based on the channel.

Shift the RGB of the image.

Increase the contrast of pixels in the image and apply a sharpening effect.

Apply the Gaussian blur effect to the image.

Apply a blur effect, based on direction and amount of motion, to the image.

Apply a lens blur effect to the image. This is useful when you want to emphasize light effects more than Gaussian blur.

Apply a mosaic effect to the image.

Set the contrast of the image in the same way as [Input] in [Levels] and extract the alpha value.

Generate a cloud pattern with the current foreground color and background color.

Generate a sand pattern with the current foreground color and background color.

Generate a Japanese pattern with the current foreground color and background color.

Apply a noise effect to the image.

Generate concentrated lines.

Generate streamlines.

Generate sea urchin flush.
![CRT [MFG]](/fase_res/images/filter_img27.jpg)
This filter recreates the unique distortions of CRTs and the RGB aperture grille patterns, capturing the atmosphere of analog televisions.
![Crystallize [MFG]](/fase_res/images/filter_img26.jpg)
This filter mosaics the image using crystal-like polygons. Since anti-aliasing is not applied to the pixel edges, it is also recommended to apply an MLAA filter afterward.
![MLAA [MFG]](/fase_res/images/filter_img25.jpg)
This filter applies anti-aliasing to images that do not have anti-aliasing on pixel boundaries, smoothing the edges between pixels. It uses the Morphological Anti-aliasing (MLAA) algorithm.
![Semi Halftone [MFG]](/fase_res/images/filter_img28.jpg)
A filter that turns a color layer into a monochrome half tone pattern. It keeps pattern on purpose.
![Color Dither [MFG]](/fase_res/images/filter_img29.jpg)
It reduces each R,G,B value to 8 colors, and turns intermediate colors to dither (Bayer pattern). It creates an effect like an old computer.
![Chromatic Aberration(radial) [MFG]](/fase_res/images/filter_img30.jpg)
Radial direction aberration is a type of chromatic aberration (RGB aberration). The amount of displacement increases the farther you move radially away from the specified center.
![Concentric Blur [MFG]](/fase_res/images/filter_img31.jpg)
It blurs along the circumference in concentric circles from the specified point.
![Vignette [MFG]](/fase_res/images/filter_img32.jpg)
A filter that applies a darkening effect along the canvas circumferential edges.
![Concent Line(Spiral) [MFG]](/fase_res/images/filter_img33.jpg)
Draw swirling concentric lines. Adjust the line density and swirl intensity using the slider. Lines are drawn in the current color.
![Radial Blur [MFG]](/fase_res/images/filter_img34.jpg)
Blur radially outward from the specified point. You can adjust the intensity of the blur and how it gradually increases toward the edges.
In the past, a complied library such as DLL needed to be added as a plug-in in order to add a filter. This method requires preparing a separate library per OS, however some OS doesn't allow to add such library. MFG generates the optimized shader order per OS by writing a filter in the dedicated language. From one source code (filter processing MFG code), it enables the filter processing by utilizing the GPU performance. Without requiring the developing environment, the high-speed processing filter can be developed and added.
Based on MFG code
Execute filter after converted to DirectX shader in Windows environment.
Execute filter after converted to Metal shader in mac OS environment.
Innovative specification converted to a separate GPU program between Windows and macOS environments.
