modern_lisp-machine/.config/mpv/shaders/Anime4K_Deblur_Original.glsl

287 lines
6.5 KiB
GLSL

// 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-Original-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-Original-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-Deblur-Original-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 1.0
/* --- 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-Deblur-Original-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-Deblur-Original-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-Deblur-Original-Apply
//!HOOK MAIN
//!BIND HOOKED
//!BIND LUMAD
//!BIND LUMAMM
//!WIDTH MAIN.w 2 *
//!HEIGHT MAIN.h 2 *
//!SAVE RESAMPLED
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);
}
//!DESC Anime4K-v3.2-Deblur-Original-Resample
//!HOOK MAIN
//!BIND HOOKED
//!BIND RESAMPLED
vec4 hook() {
return RESAMPLED_tex(HOOKED_pos);
}