207 lines
6.1 KiB
GLSL
207 lines
6.1 KiB
GLSL
// Revised 12/08/23
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// https://gist.github.com/igv/2364ffa6e81540f29cb7ab4c9bc05b6b
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// https://raw.githubusercontent.com/deus0ww/mpv-conf/master/shaders/igv/SSimSuperRes.glsl
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//
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// SSimSuperRes by Shiandow
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 3.0 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library.
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//!HOOK POSTKERNEL
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//!BIND HOOKED
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//!SAVE LOWRES
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//!HEIGHT NATIVE_CROPPED.h
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//!WHEN NATIVE_CROPPED.h OUTPUT.h <
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//!COMPONENTS 4
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//!DESC SSSR Downscaling 1 [robidoux]
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#define axis 1
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#define offset vec2(0,0)
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#define MN(B,C,x) (x < 1.0 ? ((2.-1.5*B-(C))*x + (-3.+2.*B+C))*x*x + (1.-(B)/3.) : (((-(B)/6.-(C))*x + (B+5.*C))*x + (-2.*B-8.*C))*x+((4./3.)*B+4.*C))
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#define Kernel(x) MN(0.3782157550939987, 0.3108921224530007, abs(x))
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#define taps 2.0
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#define Luma(rgb) dot(rgb*rgb, vec3(0.212655, 0.715158, 0.072187))
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vec4 hook() {
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float low = ceil((HOOKED_pos - taps/input_size) * HOOKED_size - offset - 0.5)[axis];
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float high = floor((HOOKED_pos + taps/input_size) * HOOKED_size - offset - 0.5)[axis];
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float W = 0.0;
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vec4 avg = vec4(0);
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vec2 pos = HOOKED_pos;
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vec4 tex;
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for (float k = low; k <= high; k++) {
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pos[axis] = HOOKED_pt[axis] * (k - offset[axis] + 0.5);
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float rel = (pos[axis] - HOOKED_pos[axis])*input_size[axis];
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float w = Kernel(rel);
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tex.rgb = textureLod(HOOKED_raw, pos, 0.0).rgb * HOOKED_mul;
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tex.a = Luma(tex.rgb);
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avg += w * tex;
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W += w;
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}
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avg /= W;
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return vec4(avg.rgb, max(abs(avg.a - Luma(avg.rgb)), 5e-7));
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}
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//!HOOK POSTKERNEL
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//!BIND LOWRES
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//!SAVE LOWRES
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//!WIDTH NATIVE_CROPPED.w
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//!HEIGHT NATIVE_CROPPED.h
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//!WHEN NATIVE_CROPPED.w OUTPUT.w <
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//!COMPONENTS 4
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//!DESC SSSR Downscaling 2 [robidoux]
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#define axis 0
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#define offset vec2(0,0)
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#define MN(B,C,x) (x < 1.0 ? ((2.-1.5*B-(C))*x + (-3.+2.*B+C))*x*x + (1.-(B)/3.) : (((-(B)/6.-(C))*x + (B+5.*C))*x + (-2.*B-8.*C))*x+((4./3.)*B+4.*C))
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#define Kernel(x) MN(0.3782157550939987, 0.3108921224530007, abs(x))
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#define taps 2.0
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#define Luma(rgb) dot(rgb*rgb, vec3(0.212655, 0.715158, 0.072187))
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vec4 hook() {
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float low = ceil((LOWRES_pos - taps/input_size) * LOWRES_size - offset - 0.5)[axis];
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float high = floor((LOWRES_pos + taps/input_size) * LOWRES_size - offset - 0.5)[axis];
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float W = 0.0;
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vec4 avg = vec4(0);
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vec2 pos = LOWRES_pos;
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vec4 tex;
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for (float k = low; k <= high; k++) {
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pos[axis] = LOWRES_pt[axis] * (k - offset[axis] + 0.5);
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float rel = (pos[axis] - LOWRES_pos[axis])*input_size[axis];
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float w = Kernel(rel);
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tex.rgb = textureLod(LOWRES_raw, pos, 0.0).rgb * LOWRES_mul;
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tex.a = Luma(tex.rgb);
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avg += w * tex;
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W += w;
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}
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avg /= W;
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return vec4(avg.rgb, max(abs(avg.a - Luma(avg.rgb)), 5e-7) + LOWRES_texOff(0).a);
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}
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//!HOOK POSTKERNEL
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//!BIND PREKERNEL
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//!BIND LOWRES
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//!SAVE var
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//!WIDTH NATIVE_CROPPED.w
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//!HEIGHT NATIVE_CROPPED.h
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//!WHEN NATIVE_CROPPED.h OUTPUT.h <
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//!COMPONENTS 2
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//!DESC SSSR var
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#define spread 1.0 / 4.0
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#define GetL(x,y) PREKERNEL_tex(PREKERNEL_pt * (PREKERNEL_pos * input_size + tex_offset + vec2(x,y))).rgb
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#define GetH(x,y) LOWRES_texOff(vec2(x,y)).rgb
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#define Luma(rgb) dot(rgb*rgb, vec3(0.212655, 0.715158, 0.072187))
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#define diff(x,y) vec2(Luma((GetL(x,y) - meanL)), Luma((GetH(x,y) - meanH)))
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vec4 hook() {
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vec3 meanL = GetL(0,0);
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vec3 meanH = GetH(0,0);
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for (int X=-1; X<=1; X+=2) {
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meanL += GetL(X,0) * spread;
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meanH += GetH(X,0) * spread;
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}
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for (int Y=-1; Y<=1; Y+=2) {
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meanL += GetL(0,Y) * spread;
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meanH += GetH(0,Y) * spread;
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}
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meanL /= (1.0 + 4.0*spread);
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meanH /= (1.0 + 4.0*spread);
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vec2 var = diff(0,0);
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for (int X=-1; X<=1; X+=2)
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var += diff(X,0) * spread;
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for (int Y=-1; Y<=1; Y+=2)
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var += diff(0,Y) * spread;
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return vec4(max(var / (1.0 + 4.0*spread), vec2(1e-6)), 0, 0);
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}
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//!HOOK POSTKERNEL
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//!BIND HOOKED
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//!BIND PREKERNEL
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//!BIND LOWRES
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//!BIND var
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//!WHEN NATIVE_CROPPED.h OUTPUT.h <
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//!DESC SSSR Final
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#define oversharp 0.5
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// -- Window Size --
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#define taps 3.0
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#define even (taps - 2.0 * floor(taps / 2.0) == 0.0)
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#define minX int(1.0-ceil(taps/2.0))
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#define maxX int(floor(taps/2.0))
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#define Kernel(x) cos(acos(-1.0)*(x)/taps) // Hann kernel
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// -- Input processing --
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#define var(x,y) var_tex(var_pt * (pos + vec2(x,y) + 0.5)).rg
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#define GetL(x,y) PREKERNEL_tex(PREKERNEL_pt * (pos + tex_offset + vec2(x,y) + 0.5)).rgb
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#define GetH(x,y) LOWRES_tex(LOWRES_pt * (pos + vec2(x,y) + 0.5))
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#define Luma(rgb) dot(rgb*rgb, vec3(0.212655, 0.715158, 0.072187))
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vec4 hook() {
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vec4 c0 = HOOKED_texOff(0);
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vec2 pos = HOOKED_pos * LOWRES_size - vec2(0.5);
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vec2 offset = pos - (even ? floor(pos) : round(pos));
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pos -= offset;
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vec2 mVar = vec2(0.0);
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for (int X=-1; X<=1; X++)
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for (int Y=-1; Y<=1; Y++) {
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vec2 w = clamp(1.5 - abs(vec2(X,Y)), 0.0, 1.0);
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mVar += w.r * w.g * vec2(GetH(X,Y).a, 1.0);
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}
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mVar.r /= mVar.g;
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// Calculate faithfulness force
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float weightSum = 0.0;
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vec3 diff = vec3(0);
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for (int X = minX; X <= maxX; X++)
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for (int Y = minX; Y <= maxX; Y++)
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{
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float R = (-1.0 - oversharp) * sqrt(var(X,Y).r / (var(X,Y).g + mVar.r));
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vec2 krnl = Kernel(vec2(X,Y) - offset);
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float weight = krnl.r * krnl.g / (Luma((c0.rgb - GetH(X,Y).rgb)) + GetH(X,Y).a);
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diff += weight * (GetL(X,Y) + GetH(X,Y).rgb * R + (-1.0 - R) * (c0.rgb));
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weightSum += weight;
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}
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diff /= weightSum;
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c0.rgb = ((c0.rgb) + diff);
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return c0;
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} |