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-rw-r--r--config/mpv/shaders/Anime4K_Upscale_DoG_x2.glsl143
1 files changed, 0 insertions, 143 deletions
diff --git a/config/mpv/shaders/Anime4K_Upscale_DoG_x2.glsl b/config/mpv/shaders/Anime4K_Upscale_DoG_x2.glsl
deleted file mode 100644
index 829acbb..0000000
--- a/config/mpv/shaders/Anime4K_Upscale_DoG_x2.glsl
+++ /dev/null
@@ -1,143 +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-Upscale-DoG-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-DoG-x2-Kernel-X
-//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > *
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND LINELUMA
-//!SAVE GAUSS_X2
-//!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)), minmax3(HOOKED_pos, vec2(HOOKED_pt.x, 0)), 0);
-}
-
-
-//!DESC Anime4K-v3.2-Upscale-DoG-x2-Kernel-Y
-//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > *
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND GAUSS_X2
-//!SAVE GAUSS_X2
-//!COMPONENTS 3
-
-#define L_tex GAUSS_X2_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, HOOKED_pt.y)), minmax3(HOOKED_pos, vec2(0, HOOKED_pt.y)), 0);
-}
-
-//!DESC Anime4K-v3.2-Upscale-DoG-x2-Apply
-//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > *
-//!HOOK MAIN
-//!BIND HOOKED
-//!BIND LINELUMA
-//!BIND GAUSS_X2
-//!WIDTH MAIN.w 2 *
-//!HEIGHT MAIN.h 2 *
-
-#define STRENGTH 0.8 //De-blur proportional strength, higher is sharper.
-
-#define L_tex LINELUMA_tex
-
-vec4 hook() {
-
- float c = (L_tex(HOOKED_pos).x - GAUSS_X2_tex(HOOKED_pos).x) * STRENGTH;
- float cc = clamp(c + L_tex(HOOKED_pos).x, GAUSS_X2_tex(HOOKED_pos).y, GAUSS_X2_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;
-}
-
-
-