diff options
author | davidovski <david@davidovski.xyz> | 2021-12-05 22:02:25 +0000 |
---|---|---|
committer | davidovski <david@davidovski.xyz> | 2021-12-05 22:02:25 +0000 |
commit | 74452dfb1735e7347459f3b024770ce285f7c96d (patch) | |
tree | 7c3a812c3d6e7c135b5924e2d353e6daac2353fd /config/mpv/shaders/Anime4K_Deblur_Original.glsl | |
parent | bcdb3419af4a28135e2e668cd61b49db72e95796 (diff) |
removed shaders
Diffstat (limited to 'config/mpv/shaders/Anime4K_Deblur_Original.glsl')
-rw-r--r-- | config/mpv/shaders/Anime4K_Deblur_Original.glsl | 287 |
1 files changed, 0 insertions, 287 deletions
diff --git a/config/mpv/shaders/Anime4K_Deblur_Original.glsl b/config/mpv/shaders/Anime4K_Deblur_Original.glsl deleted file mode 100644 index ff8f70f..0000000 --- a/config/mpv/shaders/Anime4K_Deblur_Original.glsl +++ /dev/null @@ -1,287 +0,0 @@ -// MIT License
-
-// Copyright (c) 2019-2021 bloc97
-// All rights reserved.
-
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-
-// The above copyright notice and this permission notice shall be included in all
-// copies or substantial portions of the Software.
-
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-// SOFTWARE.
-
-//!DESC Anime4K-v3.2-Deblur-Original-Luma
-//!HOOK MAIN
-//!BIND HOOKED
-//!SAVE LINELUMA
-//!COMPONENTS 1
-
-float get_luma(vec4 rgba) {
- return dot(vec4(0.299, 0.587, 0.114, 0.0), rgba);
-}
-
-vec4 hook() {
- return vec4(get_luma(HOOKED_tex(HOOKED_pos)), 0.0, 0.0, 0.0);
-}
-
-//!DESC Anime4K-v3.2-Deblur-Original-Kernel-X
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND LINELUMA
-//!SAVE LUMAD
-//!WIDTH MAIN.w 2 *
-//!HEIGHT MAIN.h 2 *
-//!COMPONENTS 2
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- //[tl t tr]
- //[ l c r]
- //[bl b br]
- float l = LINELUMA_tex(HOOKED_pos + vec2(-d.x, 0.0)).x;
- float c = LINELUMA_tex(HOOKED_pos).x;
- float r = LINELUMA_tex(HOOKED_pos + vec2(d.x, 0.0)).x;
-
-
- //Horizontal Gradient
- //[-1 0 1]
- //[-2 0 2]
- //[-1 0 1]
- float xgrad = (-l + r);
-
- //Vertical Gradient
- //[-1 -2 -1]
- //[ 0 0 0]
- //[ 1 2 1]
- float ygrad = (l + c + c + r);
-
- //Computes the luminance's gradient
- return vec4(xgrad, ygrad, 0.0, 0.0);
-}
-
-
-//!DESC Anime4K-v3.2-Deblur-Original-Kernel-Y
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND LUMAD
-//!SAVE LUMAD
-//!WIDTH MAIN.w 2 *
-//!HEIGHT MAIN.h 2 *
-//!COMPONENTS 2
-
-
-/* --------------------- SETTINGS --------------------- */
-
-//Strength of edge refinement, good values are between 0.2 and 4
-#define REFINE_STRENGTH 1.0
-
-
-/* --- MODIFY THESE SETTINGS BELOW AT YOUR OWN RISK --- */
-
-//Bias of the refinement function, good values are between 0 and 1
-#define REFINE_BIAS 0.0
-
-//Polynomial fit obtained by minimizing MSE error on image
-#define P5 ( 11.68129591)
-#define P4 (-42.46906057)
-#define P3 ( 60.28286266)
-#define P2 (-41.84451327)
-#define P1 ( 14.05517353)
-#define P0 (-1.081521930)
-
-/* ----------------- END OF SETTINGS ----------------- */
-
-float power_function(float x) {
- float x2 = x * x;
- float x3 = x2 * x;
- float x4 = x2 * x2;
- float x5 = x2 * x3;
-
- return P5*x5 + P4*x4 + P3*x3 + P2*x2 + P1*x + P0;
-}
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- //[tl t tr]
- //[ l cc r]
- //[bl b br]
- float tx = LUMAD_tex(HOOKED_pos + vec2(0.0, -d.y)).x;
- float cx = LUMAD_tex(HOOKED_pos).x;
- float bx = LUMAD_tex(HOOKED_pos + vec2(0.0, d.y)).x;
-
-
- float ty = LUMAD_tex(HOOKED_pos + vec2(0.0, -d.y)).y;
- //float cy = LUMAD_tex(HOOKED_pos).y;
- float by = LUMAD_tex(HOOKED_pos + vec2(0.0, d.y)).y;
-
-
- //Horizontal Gradient
- //[-1 0 1]
- //[-2 0 2]
- //[-1 0 1]
- float xgrad = (tx + cx + cx + bx);
-
- //Vertical Gradient
- //[-1 -2 -1]
- //[ 0 0 0]
- //[ 1 2 1]
- float ygrad = (-ty + by);
-
- //Computes the luminance's gradient
- float sobel_norm = clamp(sqrt(xgrad * xgrad + ygrad * ygrad), 0.0, 1.0);
-
- float dval = clamp(power_function(clamp(sobel_norm, 0.0, 1.0)) * REFINE_STRENGTH + REFINE_BIAS, 0.0, 1.0);
-
- return vec4(sobel_norm, dval, 0.0, 0.0);
-}
-
-//!DESC Anime4K-v3.2-Deblur-Original-Kernel-X
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND LUMAD
-//!SAVE LUMAMM
-//!WIDTH MAIN.w 2 *
-//!HEIGHT MAIN.h 2 *
-//!COMPONENTS 2
-
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- if (LUMAD_tex(HOOKED_pos).y < 0.1) {
- return vec4(0.0);
- }
-
- //[tl t tr]
- //[ l c r]
- //[bl b br]
- float l = LUMAD_tex(HOOKED_pos + vec2(-d.x, 0.0)).x;
- float c = LUMAD_tex(HOOKED_pos).x;
- float r = LUMAD_tex(HOOKED_pos + vec2(d.x, 0.0)).x;
-
- //Horizontal Gradient
- //[-1 0 1]
- //[-2 0 2]
- //[-1 0 1]
- float xgrad = (-l + r);
-
- //Vertical Gradient
- //[-1 -2 -1]
- //[ 0 0 0]
- //[ 1 2 1]
- float ygrad = (l + c + c + r);
-
-
- return vec4(xgrad, ygrad, 0.0, 0.0);
-}
-
-
-//!DESC Anime4K-v3.2-Deblur-Original-Kernel-Y
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND LUMAD
-//!BIND LUMAMM
-//!SAVE LUMAMM
-//!WIDTH MAIN.w 2 *
-//!HEIGHT MAIN.h 2 *
-//!COMPONENTS 2
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- if (LUMAD_tex(HOOKED_pos).y < 0.1) {
- return vec4(0.0);
- }
-
- //[tl t tr]
- //[ l cc r]
- //[bl b br]
- float tx = LUMAMM_tex(HOOKED_pos + vec2(0.0, -d.y)).x;
- float cx = LUMAMM_tex(HOOKED_pos).x;
- float bx = LUMAMM_tex(HOOKED_pos + vec2(0.0, d.y)).x;
-
- float ty = LUMAMM_tex(HOOKED_pos + vec2(0.0, -d.y)).y;
- //float cy = LUMAMM_tex(HOOKED_pos).y;
- float by = LUMAMM_tex(HOOKED_pos + vec2(0.0, d.y)).y;
-
- //Horizontal Gradient
- //[-1 0 1]
- //[-2 0 2]
- //[-1 0 1]
- float xgrad = (tx + cx + cx + bx);
-
- //Vertical Gradient
- //[-1 -2 -1]
- //[ 0 0 0]
- //[ 1 2 1]
- float ygrad = (-ty + by);
-
- float norm = sqrt(xgrad * xgrad + ygrad * ygrad);
- if (norm <= 0.001) {
- xgrad = 0.0;
- ygrad = 0.0;
- norm = 1.0;
- }
-
- return vec4(xgrad/norm, ygrad/norm, 0.0, 0.0);
-}
-
-
-//!DESC Anime4K-v3.2-Deblur-Original-Apply
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND LUMAD
-//!BIND LUMAMM
-//!WIDTH MAIN.w 2 *
-//!HEIGHT MAIN.h 2 *
-//!SAVE RESAMPLED
-
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- float dval = LUMAD_tex(HOOKED_pos).y;
- if (dval < 0.1) {
- return HOOKED_tex(HOOKED_pos);
- }
-
- vec4 dc = LUMAMM_tex(HOOKED_pos);
- if (abs(dc.x + dc.y) <= 0.0001) {
- return HOOKED_tex(HOOKED_pos);
- }
-
- float xpos = -sign(dc.x);
- float ypos = -sign(dc.y);
-
- vec4 xval = HOOKED_tex(HOOKED_pos + vec2(d.x * xpos, 0.0));
- vec4 yval = HOOKED_tex(HOOKED_pos + vec2(0.0, d.y * ypos));
-
- float xyratio = abs(dc.x) / (abs(dc.x) + abs(dc.y));
-
- vec4 avg = xyratio * xval + (1.0 - xyratio) * yval;
-
- return avg * dval + HOOKED_tex(HOOKED_pos) * (1.0 - dval);
-
-}
-
-//!DESC Anime4K-v3.2-Deblur-Original-Resample
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND RESAMPLED
-
-vec4 hook() {
- return RESAMPLED_tex(HOOKED_pos);
-}
\ No newline at end of file |