summaryrefslogtreecommitdiff
path: root/config/mpv/shaders/Anime4K_Thin_HQ.glsl
blob: 953dff56fad01d68af14dfe18c754ca63735113a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
// 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-Thin-(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-Thin-(HQ)-Sobel-X
//!HOOK MAIN
//!BIND LINELUMA
//!SAVE LINESOBEL
//!COMPONENTS 2

vec4 hook() {
	float l = LINELUMA_texOff(vec2(-1.0, 0.0)).x;
	float c = LINELUMA_tex(LINELUMA_pos).x;
	float r = LINELUMA_texOff(vec2(1.0, 0.0)).x;
	
	float xgrad = (-l + r);
	float ygrad = (l + c + c + r);
	
	return vec4(xgrad, ygrad, 0.0, 0.0);
}


//!DESC Anime4K-v3.2-Thin-(HQ)-Sobel-Y
//!HOOK MAIN
//!BIND LINESOBEL
//!SAVE LINESOBEL
//!COMPONENTS 1

vec4 hook() {
	float tx = LINESOBEL_texOff(vec2(0.0, -1.0)).x;
	float cx = LINESOBEL_tex(LINESOBEL_pos).x;
	float bx = LINESOBEL_texOff(vec2(0.0, 1.0)).x;
	
	float ty = LINESOBEL_texOff(vec2(0.0, -1.0)).y;
	float by = LINESOBEL_texOff(vec2(0.0, 1.0)).y;
	
	float xgrad = (tx + cx + cx + bx) / 8.0;
	
	float ygrad = (-ty + by) / 8.0;
	
	//Computes the luminance's gradient
	float norm = sqrt(xgrad * xgrad + ygrad * ygrad);
	return vec4(pow(norm, 0.7));
}


//!DESC Anime4K-v3.2-Thin-(HQ)-Gaussian-X
//!HOOK MAIN
//!BIND HOOKED
//!BIND LINESOBEL
//!SAVE LINESOBEL
//!COMPONENTS 1

#define SPATIAL_SIGMA (2.0 * float(HOOKED_size.y) / 1080.0) //Spatial window size, must be a positive real number.

#define KERNELSIZE (max(int(ceil(SPATIAL_SIGMA * 2.0)), 1) * 2 + 1) //Kernel size, must be an positive odd integer.
#define KERNELHALFSIZE (int(KERNELSIZE/2)) //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2).
#define KERNELLEN (KERNELSIZE * KERNELSIZE) //Total area of kernel. Must be equal to KERNELSIZE * KERNELSIZE.

float gaussian(float x, float s, float m) {
	float scaled = (x - m) / s;
	return exp(-0.5 * scaled * scaled);
}

float comp_gaussian_x() {

	float g = 0.0;
	float gn = 0.0;
	
	for (int i=0; i<KERNELSIZE; i++) {
		float di = float(i - KERNELHALFSIZE);
		float gf = gaussian(di, SPATIAL_SIGMA, 0.0);
		
		g = g + LINESOBEL_texOff(vec2(di, 0.0)).x * gf;
		gn = gn + gf;
		
	}
	
	return g / gn;
}

vec4 hook() {
    return vec4(comp_gaussian_x(), 0.0, 0.0, 0.0);
}


//!DESC Anime4K-v3.2-Thin-(HQ)-Gaussian-Y
//!HOOK MAIN
//!BIND HOOKED
//!BIND LINESOBEL
//!SAVE LINESOBEL
//!COMPONENTS 1

#define SPATIAL_SIGMA (2.0 * float(HOOKED_size.y) / 1080.0) //Spatial window size, must be a positive real number.

#define KERNELSIZE (max(int(ceil(SPATIAL_SIGMA * 2.0)), 1) * 2 + 1) //Kernel size, must be an positive odd integer.
#define KERNELHALFSIZE (int(KERNELSIZE/2)) //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2).
#define KERNELLEN (KERNELSIZE * KERNELSIZE) //Total area of kernel. Must be equal to KERNELSIZE * KERNELSIZE.

float gaussian(float x, float s, float m) {
	float scaled = (x - m) / s;
	return exp(-0.5 * scaled * scaled);
}

float comp_gaussian_y() {

	float g = 0.0;
	float gn = 0.0;
	
	for (int i=0; i<KERNELSIZE; i++) {
		float di = float(i - KERNELHALFSIZE);
		float gf = gaussian(di, SPATIAL_SIGMA, 0.0);
		
		g = g + LINESOBEL_texOff(vec2(0.0, di)).x * gf;
		gn = gn + gf;
		
	}
	
	return g / gn;
}

vec4 hook() {
    return vec4(comp_gaussian_y(), 0.0, 0.0, 0.0);
}

//!DESC Anime4K-v3.2-Thin-(HQ)-Kernel-X
//!HOOK MAIN
//!BIND LINESOBEL
//!SAVE LINESOBEL
//!COMPONENTS 2

vec4 hook() {
	float l = LINESOBEL_texOff(vec2(-1.0, 0.0)).x;
	float c = LINESOBEL_tex(LINESOBEL_pos).x;
	float r = LINESOBEL_texOff(vec2(1.0, 0.0)).x;
	
	float xgrad = (-l + r);
	float ygrad = (l + c + c + r);
	
	return vec4(xgrad, ygrad, 0.0, 0.0);
}


//!DESC Anime4K-v3.2-Thin-(HQ)-Kernel-Y
//!HOOK MAIN
//!BIND LINESOBEL
//!SAVE LINESOBEL
//!COMPONENTS 2

vec4 hook() {
	float tx = LINESOBEL_texOff(vec2(0.0, -1.0)).x;
	float cx = LINESOBEL_tex(LINESOBEL_pos).x;
	float bx = LINESOBEL_texOff(vec2(0.0, 1.0)).x;
	
	float ty = LINESOBEL_texOff(vec2(0.0, -1.0)).y;
	float by = LINESOBEL_texOff(vec2(0.0, 1.0)).y;
	
	float xgrad = (tx + cx + cx + bx) / 8.0;
	
	float ygrad = (-ty + by) / 8.0;
	
	//Computes the luminance's gradient
	return vec4(xgrad, ygrad, 0.0, 0.0);
}


//!DESC Anime4K-v3.2-Thin-(HQ)-Warp
//!HOOK MAIN
//!BIND HOOKED
//!BIND LINESOBEL

#define STRENGTH 0.6 //Strength of warping for each iteration
#define ITERATIONS 1 //Number of iterations for the forwards solver, decreasing strength and increasing iterations improves quality at the cost of speed.

vec4 hook() {
	vec2 d = HOOKED_pt;
	
	float relstr = HOOKED_size.y / 1080.0 * STRENGTH;
	
	vec2 pos = HOOKED_pos;
	for (int i=0; i<ITERATIONS; i++) {
		vec2 dn = LINESOBEL_tex(pos).xy;
		vec2 dd = (dn / (length(dn) + 0.01)) * d * relstr; //Quasi-normalization for large vectors, avoids divide by zero
		pos -= dd;
	}
	
	return HOOKED_tex(pos);
	
}