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diff --git a/mpv/shaders/Anime4K_ThinLines_HQ.glsl b/mpv/shaders/Anime4K_ThinLines_HQ.glsl
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--- a/mpv/shaders/Anime4K_ThinLines_HQ.glsl
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-//Anime4K v3.1 GLSL
-
-// MIT License
-
-// Copyright (c) 2019-2020 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-v3.1-ThinLines-Kernel(X)
-//!HOOK NATIVE
-//!BIND HOOKED
-//!SAVE LUMAD
-//!COMPONENTS 2
-
-#define L_tex NATIVE_tex
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- //[tl t tr]
- //[ l c r]
- //[bl b br]
- float l = L_tex(HOOKED_pos + vec2(-d.x, 0)).x;
- float c = L_tex(HOOKED_pos).x;
- float r = L_tex(HOOKED_pos + vec2(d.x, 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);
-}
-
-
-//!DESC Anime4K-v3.1-ThinLines-Kernel(Y)
-//!HOOK NATIVE
-//!BIND HOOKED
-//!BIND LUMAD
-//!SAVE LUMAD
-//!COMPONENTS 1
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- //[tl t tr]
- //[ l cc r]
- //[bl b br]
- float tx = LUMAD_tex(HOOKED_pos + vec2(0, -d.y)).x;
- float cx = LUMAD_tex(HOOKED_pos).x;
- float bx = LUMAD_tex(HOOKED_pos + vec2(0, d.y)).x;
-
-
- float ty = LUMAD_tex(HOOKED_pos + vec2(0, -d.y)).y;
- //float cy = LUMAD_tex(HOOKED_pos).y;
- float by = LUMAD_tex(HOOKED_pos + vec2(0, d.y)).y;
-
-
- //Horizontal Gradient
- //[-1 0 1]
- //[-2 0 2]
- //[-1 0 1]
- float xgrad = (tx + cx + cx + bx) / 8;
-
- //Vertical Gradient
- //[-1 -2 -1]
- //[ 0 0 0]
- //[ 1 2 1]
- float ygrad = (-ty + by) / 8;
-
- //Computes the luminance's gradient
- float norm = sqrt(xgrad * xgrad + ygrad * ygrad);
- return vec4(pow(norm, 0.7));
-}
-
-
-//!DESC Anime4K-v3.1-ThinLines-Kernel(X)
-//!HOOK NATIVE
-//!BIND HOOKED
-//!BIND LUMAD
-//!SAVE LUMADG
-//!COMPONENTS 1
-
-#define L_tex LUMAD_tex
-
-#define SIGMA (HOOKED_size.y / 1080) * 2
-#define KERNELSIZE (SIGMA * 2 + 1)
-
-float gaussian(float x, float s, float m) {
- return (1 / (s * sqrt(2 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0));
-}
-
-float lumGaussian(vec2 pos, vec2 d) {
- float g = (L_tex(pos).x) * gaussian(0, SIGMA, 0);
- g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1, SIGMA, 0);
- for (int i=2; i<KERNELSIZE; i++) {
- g = g + (L_tex(pos - (d * i)).x + L_tex(pos + (d * i)).x) * gaussian(i, SIGMA, 0);
- }
-
- return g;
-}
-
-vec4 hook() {
- return vec4(lumGaussian(HOOKED_pos, vec2(HOOKED_pt.x, 0)));
-}
-
-
-//!DESC Anime4K-v3.1-ThinLines-Kernel(Y)
-//!HOOK NATIVE
-//!BIND HOOKED
-//!BIND LUMAD
-//!BIND LUMADG
-//!SAVE LUMAD
-//!COMPONENTS 3
-
-#define L_tex LUMADG_tex
-
-#define SIGMA (HOOKED_size.y / 1080) * 2
-#define KERNELSIZE (SIGMA * 2 + 1)
-
-float gaussian(float x, float s, float m) {
- return (1 / (s * sqrt(2 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0));
-}
-
-float lumGaussian(vec2 pos, vec2 d) {
- float g = (L_tex(pos).x) * gaussian(0, SIGMA, 0);
- g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1, SIGMA, 0);
- for (int i=2; i<KERNELSIZE; i++) {
- g = g + (L_tex(pos - (d * i)).x + L_tex(pos + (d * i)).x) * gaussian(i, SIGMA, 0);
- }
-
- return g;
-}
-
-vec4 hook() {
- float g = lumGaussian(HOOKED_pos, vec2(0, HOOKED_pt.y));
- return vec4(0, 0, g, 0);
-}
-
-
-
-
-//!DESC Anime4K-v3.1-ThinLines-Kernel(X)
-//!HOOK NATIVE
-//!BIND HOOKED
-//!BIND LUMAD
-//!SAVE LUMAD2
-//!COMPONENTS 2
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- //[tl t tr]
- //[ l c r]
- //[bl b br]
- float l = LUMAD_tex(HOOKED_pos + vec2(-d.x, 0)).z;
- float c = LUMAD_tex(HOOKED_pos).z;
- float r = LUMAD_tex(HOOKED_pos + vec2(d.x, 0)).z;
-
-
- //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);
-}
-
-
-//!DESC Anime4K-v3.1-ThinLines-Kernel(Y)
-//!HOOK NATIVE
-//!BIND HOOKED
-//!BIND LUMAD2
-//!SAVE LUMAD2
-//!COMPONENTS 2
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- //[tl t tr]
- //[ l cc r]
- //[bl b br]
- float tx = LUMAD2_tex(HOOKED_pos + vec2(0, -d.y)).x;
- float cx = LUMAD2_tex(HOOKED_pos).x;
- float bx = LUMAD2_tex(HOOKED_pos + vec2(0, d.y)).x;
-
-
- float ty = LUMAD2_tex(HOOKED_pos + vec2(0, -d.y)).y;
- //float cy = LUMAD2_tex(HOOKED_pos).y;
- float by = LUMAD2_tex(HOOKED_pos + vec2(0, d.y)).y;
-
-
- //Horizontal Gradient
- //[-1 0 1]
- //[-2 0 2]
- //[-1 0 1]
- float xgrad = (tx + cx + cx + bx) / 8;
-
- //Vertical Gradient
- //[-1 -2 -1]
- //[ 0 0 0]
- //[ 1 2 1]
- float ygrad = (-ty + by) / 8;
-
- //Computes the luminance's gradient
- return vec4(xgrad, ygrad, 0, 0);
-}
-
-//!DESC Anime4K-v3.1-ThinLines
-//!HOOK NATIVE
-//!BIND HOOKED
-//!BIND LUMAD
-//!BIND LUMAD2
-
-#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.
-
-#define L_tex HOOKED_tex
-
-vec4 hook() {
- vec2 d = HOOKED_pt;
-
- float relstr = HOOKED_size.y / 1080 * STRENGTH;
-
- vec2 pos = HOOKED_pos;
- for (int i=0; i<ITERATIONS; i++) {
- vec2 dn = LUMAD2_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);
-
-}