diff options
Diffstat (limited to 'config/mpv/shaders/Anime4K_Deblur_DoG.glsl')
-rw-r--r-- | config/mpv/shaders/Anime4K_Deblur_DoG.glsl | 153 |
1 files changed, 0 insertions, 153 deletions
diff --git a/config/mpv/shaders/Anime4K_Deblur_DoG.glsl b/config/mpv/shaders/Anime4K_Deblur_DoG.glsl deleted file mode 100644 index 2e1ba1c..0000000 --- a/config/mpv/shaders/Anime4K_Deblur_DoG.glsl +++ /dev/null @@ -1,153 +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-DoG-(HQ)-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-DoG-Kernel-X
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND LINELUMA
-//!SAVE MMKERNEL
-//!COMPONENTS 3
-
-#define L_tex LINELUMA_tex
-
-float max3v(float a, float b, float c) {
- return max(max(a, b), c);
-}
-float min3v(float a, float b, float c) {
- return min(min(a, b), c);
-}
-
-vec2 minmax3(vec2 pos, vec2 d) {
- float a = L_tex(pos - d).x;
- float b = L_tex(pos).x;
- float c = L_tex(pos + d).x;
-
- return vec2(min3v(a, b, c), max3v(a, b, c));
-}
-
-float lumGaussian7(vec2 pos, vec2 d) {
- float g = (L_tex(pos - (d + d)).x + L_tex(pos + (d + d)).x) * 0.06136;
- g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * 0.24477;
- g = g + (L_tex(pos).x) * 0.38774;
-
- return g;
-}
-
-
-vec4 hook() {
- return vec4(lumGaussian7(HOOKED_pos, vec2(HOOKED_pt.x, 0.0)), minmax3(HOOKED_pos, vec2(HOOKED_pt.x, 0.0)), 0.0);
-}
-
-
-//!DESC Anime4K-v3.2-Deblur-DoG-Kernel-Y
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND MMKERNEL
-//!SAVE MMKERNEL
-//!COMPONENTS 3
-
-#define L_tex MMKERNEL_tex
-
-float max3v(float a, float b, float c) {
- return max(max(a, b), c);
-}
-float min3v(float a, float b, float c) {
- return min(min(a, b), c);
-}
-
-vec2 minmax3(vec2 pos, vec2 d) {
- float a0 = L_tex(pos - d).y;
- float b0 = L_tex(pos).y;
- float c0 = L_tex(pos + d).y;
-
- float a1 = L_tex(pos - d).z;
- float b1 = L_tex(pos).z;
- float c1 = L_tex(pos + d).z;
-
- return vec2(min3v(a0, b0, c0), max3v(a1, b1, c1));
-}
-
-float lumGaussian7(vec2 pos, vec2 d) {
- float g = (L_tex(pos - (d + d)).x + L_tex(pos + (d + d)).x) * 0.06136;
- g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * 0.24477;
- g = g + (L_tex(pos).x) * 0.38774;
-
- return g;
-}
-
-
-vec4 hook() {
- return vec4(lumGaussian7(HOOKED_pos, vec2(0.0, HOOKED_pt.y)), minmax3(HOOKED_pos, vec2(0.0, HOOKED_pt.y)), 0.0);
-}
-
-//!DESC Anime4K-v3.2-Deblur-DoG-Apply
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND LINELUMA
-//!BIND MMKERNEL
-
-#define STRENGTH 0.6 //De-blur proportional strength, higher is sharper. However, it is better to tweak BLUR_CURVE instead to avoid ringing.
-#define BLUR_CURVE 0.6 //De-blur power curve, lower is sharper. Good values are between 0.3 - 1. Values greater than 1 softens the image;
-#define BLUR_THRESHOLD 0.1 //Value where curve kicks in, used to not de-blur already sharp edges. Only de-blur values that fall below this threshold.
-#define NOISE_THRESHOLD 0.001 //Value where curve stops, used to not sharpen noise. Only de-blur values that fall above this threshold.
-
-#define L_tex LINELUMA_tex
-
-vec4 hook() {
- float c = (L_tex(HOOKED_pos).x - MMKERNEL_tex(HOOKED_pos).x) * STRENGTH;
-
- float t_range = BLUR_THRESHOLD - NOISE_THRESHOLD;
-
- float c_t = abs(c);
- if (c_t > NOISE_THRESHOLD) {
- c_t = (c_t - NOISE_THRESHOLD) / t_range;
- c_t = pow(c_t, BLUR_CURVE);
- c_t = c_t * t_range + NOISE_THRESHOLD;
- c_t = c_t * sign(c);
- } else {
- c_t = c;
- }
-
- float cc = clamp(c_t + L_tex(HOOKED_pos).x, MMKERNEL_tex(HOOKED_pos).y, MMKERNEL_tex(HOOKED_pos).z) - L_tex(HOOKED_pos).x;
-
- //This trick is only possible if the inverse Y->RGB matrix has 1 for every row... (which is the case for BT.709)
- //Otherwise we would need to convert RGB to YUV, modify Y then convert back to RGB.
- return HOOKED_tex(HOOKED_pos) + cc;
-}
-
-
-
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