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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);
+
+}