From 8a9b259ffcfcfb2f1406d810325491a6601e769d Mon Sep 17 00:00:00 2001 From: xAlpharax <42233094+xAlpharax@users.noreply.github.com> Date: Mon, 1 Apr 2024 19:00:17 +0300 Subject: Massive changes that are qualitative and helpful. More modular repo. Changes to be committed: new file: Kvantum/KvArcDark#/KvArcDark#.kvconfig new file: Kvantum/kvantum.kvconfig modified: README.md modified: Vencord/settings/settings.json modified: X11/Xresources modified: X11/xinit new file: backgrounds/darkconstellation.png new file: backgrounds/dessertnight.jpg new file: backgrounds/fallingdown.png renamed: backgrounds/flower_old_tree.jpg -> backgrounds/flowertree.jpg new file: backgrounds/friend.jpg new file: backgrounds/void.png modified: bmenu modified: btop/btop.conf new file: clockpower modified: dmenu.conf new file: dunst/dunstrc modified: htop/htoprc modified: keybinds new file: lock new file: mpv/input.conf new file: mpv/mplayer-input.conf new file: mpv/mpv.conf new file: mpv/restore-old-bindings.conf new file: mpv/shaders/Anime4K_Auto_Downscale_Pre_x4.glsl new file: mpv/shaders/Anime4K_DarkLines_Fast.glsl new file: mpv/shaders/Anime4K_DarkLines_HQ.glsl new file: mpv/shaders/Anime4K_DarkLines_VeryFast.glsl new file: mpv/shaders/Anime4K_Deblur_CNN_L.glsl new file: mpv/shaders/Anime4K_Deblur_CNN_M.glsl new file: mpv/shaders/Anime4K_Deblur_DoG.glsl new file: mpv/shaders/Anime4K_Deblur_Original.glsl new file: mpv/shaders/Anime4K_Denoise_Bilateral_Mean.glsl new file: mpv/shaders/Anime4K_Denoise_Bilateral_Median.glsl new file: mpv/shaders/Anime4K_Denoise_Bilateral_Mode.glsl new file: mpv/shaders/Anime4K_RA_CNN_L.glsl new file: mpv/shaders/Anime4K_RA_CNN_M.glsl new file: mpv/shaders/Anime4K_RA_CNN_UL.glsl new file: mpv/shaders/Anime4K_RA_DoG.glsl new file: mpv/shaders/Anime4K_ThinLines_Fast.glsl new file: mpv/shaders/Anime4K_ThinLines_HQ.glsl new file: mpv/shaders/Anime4K_ThinLines_VeryFast.glsl new file: mpv/shaders/Anime4K_Upscale_CNN_L_x2.glsl new file: mpv/shaders/Anime4K_Upscale_CNN_L_x2_Deblur.glsl new file: mpv/shaders/Anime4K_Upscale_CNN_L_x2_Denoise.glsl new file: mpv/shaders/Anime4K_Upscale_CNN_M_x2.glsl new file: mpv/shaders/Anime4K_Upscale_CNN_M_x2_Deblur.glsl new file: mpv/shaders/Anime4K_Upscale_CNN_M_x2_Denoise.glsl new file: mpv/shaders/Anime4K_Upscale_CNN_UL_x2.glsl new file: mpv/shaders/Anime4K_Upscale_CNN_UL_x2_Deblur.glsl new file: mpv/shaders/Anime4K_Upscale_CNN_UL_x2_Denoise.glsl new file: mpv/shaders/Anime4K_Upscale_DTD_x2.glsl new file: mpv/shaders/Anime4K_Upscale_DoG_x2.glsl new file: mpv/shaders/Anime4K_Upscale_DoG_x2_Deblur.glsl new file: mpv/shaders/Anime4K_Upscale_Original_x2.glsl new file: mpv/shaders/Anime4K_Upscale_Original_x2_Deblur_x2.glsl new file: nbfc-kill new file: nbfc-set new file: nbfc-status modified: neofetch/config.conf modified: nvim/init.vim modified: xrec modified: xshot modified: zathura/zathurarc modified: zsh/aliases modified: zsh/env modified: zsh/zshrc --- mpv/shaders/Anime4K_ThinLines_HQ.glsl | 268 ++++++++++++++++++++++++++++++++++ 1 file changed, 268 insertions(+) create mode 100644 mpv/shaders/Anime4K_ThinLines_HQ.glsl (limited to 'mpv/shaders/Anime4K_ThinLines_HQ.glsl') diff --git a/mpv/shaders/Anime4K_ThinLines_HQ.glsl b/mpv/shaders/Anime4K_ThinLines_HQ.glsl new file mode 100644 index 0000000..c01ef6e --- /dev/null +++ b/mpv/shaders/Anime4K_ThinLines_HQ.glsl @@ -0,0 +1,268 @@ +//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