From d2c331b9f036951eef062dd5141c75182375ba12 Mon Sep 17 00:00:00 2001 From: Simon Parri Date: Tue, 22 Jul 2025 00:56:22 +0200 Subject: Add current configuration --- common/.mpv/shaders/Anime4K_Upscale_DTD_x2.glsl | 613 ++++++++++++++++++++++++ 1 file changed, 613 insertions(+) create mode 100644 common/.mpv/shaders/Anime4K_Upscale_DTD_x2.glsl (limited to 'common/.mpv/shaders/Anime4K_Upscale_DTD_x2.glsl') diff --git a/common/.mpv/shaders/Anime4K_Upscale_DTD_x2.glsl b/common/.mpv/shaders/Anime4K_Upscale_DTD_x2.glsl new file mode 100644 index 0000000..e30c8d7 --- /dev/null +++ b/common/.mpv/shaders/Anime4K_Upscale_DTD_x2.glsl @@ -0,0 +1,613 @@ +// 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-Upscale-DTD-x2-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-Upscale-DTD-x2-Kernel-X +//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND LINELUMA +//!SAVE MMKERNEL +//!COMPONENTS 1 + +#define L_tex LINELUMA_tex + +#define SIGMA 1.0 + +float gaussian(float x, float s, float m) { + return (1.0 / (s * sqrt(2.0 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0)); +} + +float lumGaussian(vec2 pos, vec2 d) { + float s = SIGMA * HOOKED_size.y / 1080.0; + float kernel_size = s * 2.0 + 1.0; + + float g = (L_tex(pos).x) * gaussian(0.0, s, 0.0); + float gn = gaussian(0.0, s, 0.0); + + g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1.0, s, 0.0); + gn += gaussian(1.0, s, 0.0) * 2.0; + + for (int i=2; float(i) OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND LINELUMA +//!BIND MMKERNEL +//!SAVE MMKERNEL +//!COMPONENTS 1 + +#define L_tex MMKERNEL_tex + +#define SIGMA 1.0 + +float gaussian(float x, float s, float m) { + return (1.0 / (s * sqrt(2.0 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0)); +} + +float lumGaussian(vec2 pos, vec2 d) { + float s = SIGMA * HOOKED_size.y / 1080.0; + float kernel_size = s * 2.0 + 1.0; + + float g = (L_tex(pos).x) * gaussian(0.0, s, 0.0); + float gn = gaussian(0.0, s, 0.0); + + g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1.0, s, 0.0); + gn += gaussian(1.0, s, 0.0) * 2.0; + + for (int i=2; float(i) OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND MMKERNEL +//!SAVE MMKERNEL +//!COMPONENTS 1 + +#define L_tex MMKERNEL_tex + +#define SIGMA 0.4 + +float gaussian(float x, float s, float m) { + return (1.0 / (s * sqrt(2.0 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0)); +} + +float lumGaussian(vec2 pos, vec2 d) { + float s = SIGMA * HOOKED_size.y / 1080.0; + float kernel_size = s * 2.0 + 1.0; + + float g = (L_tex(pos).x) * gaussian(0.0, s, 0.0); + float gn = gaussian(0.0, s, 0.0); + + g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1.0, s, 0.0); + gn += gaussian(1.0, s, 0.0) * 2.0; + + for (int i=2; float(i) OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND MMKERNEL +//!SAVE MMKERNEL +//!COMPONENTS 1 + +#define L_tex MMKERNEL_tex + +#define SIGMA 0.4 + +float gaussian(float x, float s, float m) { + return (1.0 / (s * sqrt(2.0 * 3.14159))) * exp(-0.5 * pow(abs(x - m) / s, 2.0)); +} + +float lumGaussian(vec2 pos, vec2 d) { + float s = SIGMA * HOOKED_size.y / 1080.0; + float kernel_size = s * 2.0 + 1.0; + + float g = (L_tex(pos).x) * gaussian(0.0, s, 0.0); + float gn = gaussian(0.0, s, 0.0); + + g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1.0, s, 0.0); + gn += gaussian(1.0, s, 0.0) * 2.0; + + for (int i=2; float(i) OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND MMKERNEL + +#define STRENGTH 1.8 //Line darken proportional strength, higher is darker. + +vec4 hook() { + float c = (MMKERNEL_tex(HOOKED_pos).x) * STRENGTH; + //This trick is only possible if the inverse Y->RGB matrix has 1 for every row... (which is the case for BT.709) + //Otherwise we would need to convert RGB to YUV, modify Y then convert back to RGB. + return HOOKED_tex(HOOKED_pos) + c; +} + +//!DESC Anime4K-v3.2-Upscale-DTD-x2-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-Upscale-DTD-x2-Kernel-X +//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND LINELUMA +//!SAVE LUMAD +//!COMPONENTS 2 + +#define L_tex LINELUMA_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-v3.2-Upscale-DTD-x2-Kernel-Y +//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!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) / 8.0; + + //Vertical Gradient + //[-1 -2 -1] + //[ 0 0 0] + //[ 1 2 1] + float ygrad = (-ty + by) / 8.0; + + //Computes the luminance's gradient + float norm = sqrt(xgrad * xgrad + ygrad * ygrad); + return vec4(pow(norm, 0.7)); +} + + +//!DESC Anime4K-v3.2-Upscale-DTD-x2-Kernel-X +//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND LUMAD +//!SAVE LUMADG +//!COMPONENTS 1 + +#define L_tex LUMAD_tex + +#define SIGMA (HOOKED_size.y / 1080.0) * 2.0 +#define KERNELSIZE (SIGMA * 2.0 + 1.0) + +float gaussian(float x, float s, float m) { + return (1.0 / (s * sqrt(2.0 * 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(0.0, SIGMA, 0.0); + g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1.0, SIGMA, 0.0); + for (int i=2; float(i) OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND LUMAD +//!BIND LUMADG +//!SAVE LUMAD +//!COMPONENTS 1 + +#define L_tex LUMADG_tex + +#define SIGMA (HOOKED_size.y / 1080.0) * 2.0 +#define KERNELSIZE (SIGMA * 2.0 + 1.0) + +float gaussian(float x, float s, float m) { + return (1.0 / (s * sqrt(2.0 * 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(0.0, SIGMA, 0.0); + g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1.0, SIGMA, 0.0); + for (int i=2; float(i) OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!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)).x; + float c = LUMAD_tex(HOOKED_pos).x; + float r = LUMAD_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-v3.2-Upscale-DTD-x2-Kernel-Y +//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!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) / 8.0; + + //Vertical Gradient + //[-1 -2 -1] + //[ 0 0 0] + //[ 1 2 1] + float ygrad = (-ty + by) / 8.0; + + //Computes the luminance's gradient + return vec4(xgrad, ygrad, 0, 0); +} + +//!DESC Anime4K-v3.2-Upscale-DTD-x2 +//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND LUMAD +//!BIND LUMAD2 +//!SAVE MAINTEMPTHIN +//!WIDTH MAIN.w 2 * +//!HEIGHT MAIN.h 2 * + +#define STRENGTH 0.4 //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 / 1080.0 * STRENGTH; + + vec2 pos = HOOKED_pos; + for (int i=0; i OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND MAINTEMP +//!SAVE MMKERNEL +//!COMPONENTS 3 + +#define L_tex MAINTEMP_tex + +float max3v(float a, float b, float c) { + return max(max(a, b), c); +} +float min3v(float a, float b, float c) { + return min(min(a, b), c); +} + +vec2 minmax3(vec2 pos, vec2 d) { + float a = L_tex(pos - d).x; + float b = L_tex(pos).x; + float c = L_tex(pos + d).x; + + return vec2(min3v(a, b, c), max3v(a, b, c)); +} + +float lumGaussian7(vec2 pos, vec2 d) { + float g = (L_tex(pos - (d + d)).x + L_tex(pos + (d + d)).x) * 0.06136; + g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * 0.24477; + g = g + (L_tex(pos).x) * 0.38774; + + return g; +} + + +vec4 hook() { + return vec4(lumGaussian7(HOOKED_pos, vec2(HOOKED_pt.x, 0)), minmax3(HOOKED_pos, vec2(HOOKED_pt.x, 0)), 0); +} + + +//!DESC Anime4K-v3.2-Upscale-DTD-x2-Kernel-Y +//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND MMKERNEL +//!SAVE MMKERNEL +//!COMPONENTS 3 + +#define L_tex MMKERNEL_tex + +float max3v(float a, float b, float c) { + return max(max(a, b), c); +} +float min3v(float a, float b, float c) { + return min(min(a, b), c); +} + +vec2 minmax3(vec2 pos, vec2 d) { + float a0 = L_tex(pos - d).y; + float b0 = L_tex(pos).y; + float c0 = L_tex(pos + d).y; + + float a1 = L_tex(pos - d).z; + float b1 = L_tex(pos).z; + float c1 = L_tex(pos + d).z; + + return vec2(min3v(a0, b0, c0), max3v(a1, b1, c1)); +} + +float lumGaussian7(vec2 pos, vec2 d) { + float g = (L_tex(pos - (d + d)).x + L_tex(pos + (d + d)).x) * 0.06136; + g = g + (L_tex(pos - d).x + L_tex(pos + d).x) * 0.24477; + g = g + (L_tex(pos).x) * 0.38774; + + return g; +} + + +vec4 hook() { + return vec4(lumGaussian7(HOOKED_pos, vec2(0, HOOKED_pt.y)), minmax3(HOOKED_pos, vec2(0, HOOKED_pt.y)), 0); +} + +//!DESC Anime4K-v3.2-Upscale-DTD-x2 +//!WHEN OUTPUT.w MAIN.w / 1.200 > OUTPUT.h MAIN.h / 1.200 > * +//!HOOK MAIN +//!BIND HOOKED +//!BIND MAINTEMPTHIN +//!BIND MAINTEMP +//!BIND MMKERNEL +//!WIDTH MAIN.w 2 * +//!HEIGHT MAIN.h 2 * + +#define STRENGTH 0.5 //De-blur proportional strength, higher is sharper. However, it is better to tweak BLUR_CURVE instead to avoid ringing. +#define BLUR_CURVE 0.8 //De-blur power curve, lower is sharper. Good values are between 0.3 - 1. Values greater than 1 softens the image; +#define BLUR_THRESHOLD 0.1 //Value where curve kicks in, used to not de-blur already sharp edges. Only de-blur values that fall below this threshold. +#define NOISE_THRESHOLD 0.004 //Value where curve stops, used to not sharpen noise. Only de-blur values that fall above this threshold. + +#define L_tex MAINTEMP_tex + +vec4 hook() { + float c = (L_tex(HOOKED_pos).x - MMKERNEL_tex(HOOKED_pos).x) * STRENGTH; + + float t_range = BLUR_THRESHOLD - NOISE_THRESHOLD; + + float c_t = abs(c); + if (c_t > NOISE_THRESHOLD) { + c_t = (c_t - NOISE_THRESHOLD) / t_range; + c_t = pow(c_t, BLUR_CURVE); + c_t = c_t * t_range + NOISE_THRESHOLD; + c_t = c_t * sign(c); + } else { + c_t = c; + } + + float cc = clamp(c_t + L_tex(HOOKED_pos).x, MMKERNEL_tex(HOOKED_pos).y, MMKERNEL_tex(HOOKED_pos).z) - L_tex(HOOKED_pos).x; + + //This trick is only possible if the inverse Y->RGB matrix has 1 for every row... (which is the case for BT.709) + //Otherwise we would need to convert RGB to YUV, modify Y then convert back to RGB. + return MAINTEMPTHIN_tex(HOOKED_pos) + cc; +} + + + -- cgit v1.2.3