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authordavidovski <david@davidovski.xyz>2021-10-09 22:20:41 +0100
committerdavidovski <david@davidovski.xyz>2021-10-09 22:20:41 +0100
commit01ced0b7ce47d279789efb2dc70d1cd009ac56ad (patch)
tree6ece604b8ae3476d2d70c9c9d42f86fe607990da /config/mpv/shaders/Anime4K_Upscale_Original_x2.glsl
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+// 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-Upscale-Original-x2-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-Upscale-Original-x2-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-Upscale-Original-x2-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 0.5
+
+
+/* --- 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-Upscale-Original-x2-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-Upscale-Original-x2-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-Upscale-Original-x2-Apply
+//!HOOK MAIN
+//!BIND HOOKED
+//!BIND LUMAD
+//!BIND LUMAMM
+//!WIDTH MAIN.w 2 *
+//!HEIGHT MAIN.h 2 *
+
+
+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);
+
+}