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path: root/config/mpv/shaders/Anime4K_Deblur_DoG.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-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;
}