1
0
mirror of https://github.com/jojo61/vdr-plugin-softhdcuvid.git synced 2023-10-10 13:37:41 +02:00

More shader samples

This commit is contained in:
jojo61 2021-01-11 17:22:47 +01:00
parent 9347f2a502
commit 277d7fbd86
3 changed files with 674 additions and 0 deletions

222
shaders/KrigBilateral.glsl Normal file
View File

@ -0,0 +1,222 @@
// KrigBilateral by Shiandow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 3.0 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library.
//!HOOK CHROMA
//!BIND HOOKED
//!BIND LUMA
//!SAVE LOWRES_Y
//!WIDTH LUMA.w
//!WHEN CHROMA.w LUMA.w <
//!DESC KrigBilateral Downscaling Y pass 1
#define offset vec2(0,0)
#define axis 1
#define Kernel(x) dot(vec3(0.42659, -0.49656, 0.076849), cos(vec3(0, 1, 2) * acos(-1.) * (x + 1.)))
vec4 hook() {
// Calculate bounds
float low = ceil((LUMA_pos - CHROMA_pt) * LUMA_size - offset - 0.5)[axis];
float high = floor((LUMA_pos + CHROMA_pt) * LUMA_size - offset - 0.5)[axis];
float W = 0.0;
vec4 avg = vec4(0);
vec2 pos = LUMA_pos;
for (float k = low; k <= high; k++) {
pos[axis] = LUMA_pt[axis] * (k - offset[axis] + 0.5);
float rel = (pos[axis] - LUMA_pos[axis])*CHROMA_size[axis];
float w = Kernel(rel);
vec4 y = textureGrad(LUMA_raw, pos, vec2(0.0), vec2(0.0)).xxxx * LUMA_mul;
y.y *= y.y;
avg += w * y;
W += w;
}
avg /= W;
avg.y = abs(avg.y - pow(avg.x, 2.0));
return avg;
}
//!HOOK CHROMA
//!BIND HOOKED
//!BIND LOWRES_Y
//!SAVE LOWRES_Y
//!WHEN CHROMA.w LUMA.w <
//!DESC KrigBilateral Downscaling Y pass 2
#define offset vec2(0,0)
#define axis 0
#define Kernel(x) dot(vec3(0.42659, -0.49656, 0.076849), cos(vec3(0, 1, 2) * acos(-1.) * (x + 1.)))
vec4 hook() {
// Calculate bounds
float low = ceil((LOWRES_Y_pos - CHROMA_pt) * LOWRES_Y_size - offset - 0.5)[axis];
float high = floor((LOWRES_Y_pos + CHROMA_pt) * LOWRES_Y_size - offset - 0.5)[axis];
float W = 0.0;
vec4 avg = vec4(0);
vec2 pos = LOWRES_Y_pos;
for (float k = low; k <= high; k++) {
pos[axis] = LOWRES_Y_pt[axis] * (k - offset[axis] + 0.5);
float rel = (pos[axis] - LOWRES_Y_pos[axis])*CHROMA_size[axis];
float w = Kernel(rel);
vec4 y = textureGrad(LOWRES_Y_raw, pos, vec2(0.0), vec2(0.0)).xxxx * LOWRES_Y_mul;
y.y *= y.y;
avg += w * y;
W += w;
}
avg /= W;
avg.y = abs(avg.y - pow(avg.x, 2.0)) + LOWRES_Y_texOff(0).y;
return avg;
}
//!HOOK CHROMA
//!BIND HOOKED
//!BIND LUMA
//!BIND LOWRES_Y
//!WIDTH LUMA.w
//!HEIGHT LUMA.h
//!WHEN CHROMA.w LUMA.w <
//!OFFSET ALIGN
//!DESC KrigBilateral Upscaling UV
// -- Convenience --
#define sqr(x) dot(x,x)
#define bitnoise 1.0/(2.0*255.0)
#define noise 0.05//5.0*bitnoise
#define chromaOffset vec2(0.0, 0.0)
// -- Window Size --
#define taps 3
#define even (float(taps) - 2.0 * floor(float(taps) / 2.0) == 0.0)
#define minX int(1.0-ceil(float(taps)/2.0))
#define maxX int(floor(float(taps)/2.0))
#define Kernel(x) (cos(acos(-1.0)*(x)/float(taps))) // Hann kernel
// -- Input processing --
#define GetY(coord) LOWRES_Y_tex(LOWRES_Y_pt*(pos+coord+vec2(0.5))).xy
#define GetUV(coord) CHROMA_tex(CHROMA_pt*(pos+coord+vec2(0.5))).xy
#define N (taps*taps - 1)
#define M(i,j) Mx[min(i,j)*N + max(i,j) - min(i,j)*(min(i,j)+1)/2]
#define C(i,j) (inversesqrt(1.0 + (X[i].y + X[j].y)/localVar) * exp(-0.5*(sqr(X[i].x - X[j].x)/(localVar + X[i].y + X[j].y) + sqr((coords[i] - coords[j])/radius))) + (X[i].x - y) * (X[j].x - y) / localVar)
#define c(i) (inversesqrt(1.0 + X[i].y/localVar) * exp(-0.5*(sqr(X[i].x - y)/(localVar + X[i].y) + sqr((coords[i] - offset)/radius))))
vec4 hook() {
vec2 pos = CHROMA_pos * HOOKED_size - chromaOffset - vec2(0.5);
vec2 offset = pos - (even ? floor(pos) : round(pos));
pos -= offset;
vec2 coords[N+1];
vec4 X[N+1];
float y = LUMA_texOff(0).x;
vec4 total = vec4(0);
coords[0] = vec2(-1,-1); coords[1] = vec2(-1, 0); coords[2] = vec2(-1, 1);
coords[3] = vec2( 0,-1); coords[4] = vec2( 0, 1); coords[5] = vec2( 1,-1);
coords[6] = vec2( 1, 0); coords[7] = vec2( 1, 1); coords[8] = vec2( 0, 0);
for (int i=0; i<N+1; i++) {
X[i] = vec4(GetY(coords[i]), GetUV(coords[i]));
vec2 w = clamp(1.5 - abs(coords[i] - offset), 0.0, 1.0);
total += w.x*w.y*vec4(X[i].x, pow(X[i].x, 2.0), X[i].y, 1.0);
}
total.xyz /= total.w;
float localVar = sqr(noise) + abs(total.y - pow(total.x, 2.0)) + total.z;
float radius = 1.0;
float Mx[N*(N+1)/2];
float b[N];
vec4 interp = X[N];
b[0] = c(0) - c(N) - C(0,N) + C(N,N); M(0, 0) = C(0,0) - C(0,N) - C(0,N) + C(N,N); M(0, 1) = C(0,1) - C(1,N) - C(0,N) + C(N,N); M(0, 2) = C(0,2) - C(2,N) - C(0,N) + C(N,N); M(0, 3) = C(0,3) - C(3,N) - C(0,N) + C(N,N); M(0, 4) = C(0,4) - C(4,N) - C(0,N) + C(N,N); M(0, 5) = C(0,5) - C(5,N) - C(0,N) + C(N,N); M(0, 6) = C(0,6) - C(6,N) - C(0,N) + C(N,N); M(0, 7) = C(0,7) - C(7,N) - C(0,N) + C(N,N);
b[1] = c(1) - c(N) - C(1,N) + C(N,N); M(1, 1) = C(1,1) - C(1,N) - C(1,N) + C(N,N); M(1, 2) = C(1,2) - C(2,N) - C(1,N) + C(N,N); M(1, 3) = C(1,3) - C(3,N) - C(1,N) + C(N,N); M(1, 4) = C(1,4) - C(4,N) - C(1,N) + C(N,N); M(1, 5) = C(1,5) - C(5,N) - C(1,N) + C(N,N); M(1, 6) = C(1,6) - C(6,N) - C(1,N) + C(N,N); M(1, 7) = C(1,7) - C(7,N) - C(1,N) + C(N,N);
b[2] = c(2) - c(N) - C(2,N) + C(N,N); M(2, 2) = C(2,2) - C(2,N) - C(2,N) + C(N,N); M(2, 3) = C(2,3) - C(3,N) - C(2,N) + C(N,N); M(2, 4) = C(2,4) - C(4,N) - C(2,N) + C(N,N); M(2, 5) = C(2,5) - C(5,N) - C(2,N) + C(N,N); M(2, 6) = C(2,6) - C(6,N) - C(2,N) + C(N,N); M(2, 7) = C(2,7) - C(7,N) - C(2,N) + C(N,N);
b[3] = c(3) - c(N) - C(3,N) + C(N,N); M(3, 3) = C(3,3) - C(3,N) - C(3,N) + C(N,N); M(3, 4) = C(3,4) - C(4,N) - C(3,N) + C(N,N); M(3, 5) = C(3,5) - C(5,N) - C(3,N) + C(N,N); M(3, 6) = C(3,6) - C(6,N) - C(3,N) + C(N,N); M(3, 7) = C(3,7) - C(7,N) - C(3,N) + C(N,N);
b[4] = c(4) - c(N) - C(4,N) + C(N,N); M(4, 4) = C(4,4) - C(4,N) - C(4,N) + C(N,N); M(4, 5) = C(4,5) - C(5,N) - C(4,N) + C(N,N); M(4, 6) = C(4,6) - C(6,N) - C(4,N) + C(N,N); M(4, 7) = C(4,7) - C(7,N) - C(4,N) + C(N,N);
b[5] = c(5) - c(N) - C(5,N) + C(N,N); M(5, 5) = C(5,5) - C(5,N) - C(5,N) + C(N,N); M(5, 6) = C(5,6) - C(6,N) - C(5,N) + C(N,N); M(5, 7) = C(5,7) - C(7,N) - C(5,N) + C(N,N);
b[6] = c(6) - c(N) - C(6,N) + C(N,N); M(6, 6) = C(6,6) - C(6,N) - C(6,N) + C(N,N); M(6, 7) = C(6,7) - C(7,N) - C(6,N) + C(N,N);
b[7] = c(7) - c(N) - C(7,N) + C(N,N); M(7, 7) = C(7,7) - C(7,N) - C(7,N) + C(N,N);
b[1] -= b[0] * M(1, 0) / M(0, 0); M(1, 1) -= M(0, 1) * M(1, 0) / M(0, 0); M(1, 2) -= M(0, 2) * M(1, 0) / M(0, 0); M(1, 3) -= M(0, 3) * M(1, 0) / M(0, 0); M(1, 4) -= M(0, 4) * M(1, 0) / M(0, 0); M(1, 5) -= M(0, 5) * M(1, 0) / M(0, 0); M(1, 6) -= M(0, 6) * M(1, 0) / M(0, 0); M(1, 7) -= M(0, 7) * M(1, 0) / M(0, 0);
b[2] -= b[0] * M(2, 0) / M(0, 0); M(2, 2) -= M(0, 2) * M(2, 0) / M(0, 0); M(2, 3) -= M(0, 3) * M(2, 0) / M(0, 0); M(2, 4) -= M(0, 4) * M(2, 0) / M(0, 0); M(2, 5) -= M(0, 5) * M(2, 0) / M(0, 0); M(2, 6) -= M(0, 6) * M(2, 0) / M(0, 0); M(2, 7) -= M(0, 7) * M(2, 0) / M(0, 0);
b[3] -= b[0] * M(3, 0) / M(0, 0); M(3, 3) -= M(0, 3) * M(3, 0) / M(0, 0); M(3, 4) -= M(0, 4) * M(3, 0) / M(0, 0); M(3, 5) -= M(0, 5) * M(3, 0) / M(0, 0); M(3, 6) -= M(0, 6) * M(3, 0) / M(0, 0); M(3, 7) -= M(0, 7) * M(3, 0) / M(0, 0);
b[4] -= b[0] * M(4, 0) / M(0, 0); M(4, 4) -= M(0, 4) * M(4, 0) / M(0, 0); M(4, 5) -= M(0, 5) * M(4, 0) / M(0, 0); M(4, 6) -= M(0, 6) * M(4, 0) / M(0, 0); M(4, 7) -= M(0, 7) * M(4, 0) / M(0, 0);
b[5] -= b[0] * M(5, 0) / M(0, 0); M(5, 5) -= M(0, 5) * M(5, 0) / M(0, 0); M(5, 6) -= M(0, 6) * M(5, 0) / M(0, 0); M(5, 7) -= M(0, 7) * M(5, 0) / M(0, 0);
b[6] -= b[0] * M(6, 0) / M(0, 0); M(6, 6) -= M(0, 6) * M(6, 0) / M(0, 0); M(6, 7) -= M(0, 7) * M(6, 0) / M(0, 0);
b[7] -= b[0] * M(7, 0) / M(0, 0); M(7, 7) -= M(0, 7) * M(7, 0) / M(0, 0);
b[2] -= b[1] * M(2, 1) / M(1, 1); M(2, 2) -= M(1, 2) * M(2, 1) / M(1, 1); M(2, 3) -= M(1, 3) * M(2, 1) / M(1, 1); M(2, 4) -= M(1, 4) * M(2, 1) / M(1, 1); M(2, 5) -= M(1, 5) * M(2, 1) / M(1, 1); M(2, 6) -= M(1, 6) * M(2, 1) / M(1, 1); M(2, 7) -= M(1, 7) * M(2, 1) / M(1, 1);
b[3] -= b[1] * M(3, 1) / M(1, 1); M(3, 3) -= M(1, 3) * M(3, 1) / M(1, 1); M(3, 4) -= M(1, 4) * M(3, 1) / M(1, 1); M(3, 5) -= M(1, 5) * M(3, 1) / M(1, 1); M(3, 6) -= M(1, 6) * M(3, 1) / M(1, 1); M(3, 7) -= M(1, 7) * M(3, 1) / M(1, 1);
b[4] -= b[1] * M(4, 1) / M(1, 1); M(4, 4) -= M(1, 4) * M(4, 1) / M(1, 1); M(4, 5) -= M(1, 5) * M(4, 1) / M(1, 1); M(4, 6) -= M(1, 6) * M(4, 1) / M(1, 1); M(4, 7) -= M(1, 7) * M(4, 1) / M(1, 1);
b[5] -= b[1] * M(5, 1) / M(1, 1); M(5, 5) -= M(1, 5) * M(5, 1) / M(1, 1); M(5, 6) -= M(1, 6) * M(5, 1) / M(1, 1); M(5, 7) -= M(1, 7) * M(5, 1) / M(1, 1);
b[6] -= b[1] * M(6, 1) / M(1, 1); M(6, 6) -= M(1, 6) * M(6, 1) / M(1, 1); M(6, 7) -= M(1, 7) * M(6, 1) / M(1, 1);
b[7] -= b[1] * M(7, 1) / M(1, 1); M(7, 7) -= M(1, 7) * M(7, 1) / M(1, 1);
b[3] -= b[2] * M(3, 2) / M(2, 2); M(3, 3) -= M(2, 3) * M(3, 2) / M(2, 2); M(3, 4) -= M(2, 4) * M(3, 2) / M(2, 2); M(3, 5) -= M(2, 5) * M(3, 2) / M(2, 2); M(3, 6) -= M(2, 6) * M(3, 2) / M(2, 2); M(3, 7) -= M(2, 7) * M(3, 2) / M(2, 2);
b[4] -= b[2] * M(4, 2) / M(2, 2); M(4, 4) -= M(2, 4) * M(4, 2) / M(2, 2); M(4, 5) -= M(2, 5) * M(4, 2) / M(2, 2); M(4, 6) -= M(2, 6) * M(4, 2) / M(2, 2); M(4, 7) -= M(2, 7) * M(4, 2) / M(2, 2);
b[5] -= b[2] * M(5, 2) / M(2, 2); M(5, 5) -= M(2, 5) * M(5, 2) / M(2, 2); M(5, 6) -= M(2, 6) * M(5, 2) / M(2, 2); M(5, 7) -= M(2, 7) * M(5, 2) / M(2, 2);
b[6] -= b[2] * M(6, 2) / M(2, 2); M(6, 6) -= M(2, 6) * M(6, 2) / M(2, 2); M(6, 7) -= M(2, 7) * M(6, 2) / M(2, 2);
b[7] -= b[2] * M(7, 2) / M(2, 2); M(7, 7) -= M(2, 7) * M(7, 2) / M(2, 2);
b[4] -= b[3] * M(4, 3) / M(3, 3); M(4, 4) -= M(3, 4) * M(4, 3) / M(3, 3); M(4, 5) -= M(3, 5) * M(4, 3) / M(3, 3); M(4, 6) -= M(3, 6) * M(4, 3) / M(3, 3); M(4, 7) -= M(3, 7) * M(4, 3) / M(3, 3);
b[5] -= b[3] * M(5, 3) / M(3, 3); M(5, 5) -= M(3, 5) * M(5, 3) / M(3, 3); M(5, 6) -= M(3, 6) * M(5, 3) / M(3, 3); M(5, 7) -= M(3, 7) * M(5, 3) / M(3, 3);
b[6] -= b[3] * M(6, 3) / M(3, 3); M(6, 6) -= M(3, 6) * M(6, 3) / M(3, 3); M(6, 7) -= M(3, 7) * M(6, 3) / M(3, 3);
b[7] -= b[3] * M(7, 3) / M(3, 3); M(7, 7) -= M(3, 7) * M(7, 3) / M(3, 3);
b[5] -= b[4] * M(5, 4) / M(4, 4); M(5, 5) -= M(4, 5) * M(5, 4) / M(4, 4); M(5, 6) -= M(4, 6) * M(5, 4) / M(4, 4); M(5, 7) -= M(4, 7) * M(5, 4) / M(4, 4);
b[6] -= b[4] * M(6, 4) / M(4, 4); M(6, 6) -= M(4, 6) * M(6, 4) / M(4, 4); M(6, 7) -= M(4, 7) * M(6, 4) / M(4, 4);
b[7] -= b[4] * M(7, 4) / M(4, 4); M(7, 7) -= M(4, 7) * M(7, 4) / M(4, 4);
b[6] -= b[5] * M(6, 5) / M(5, 5); M(6, 6) -= M(5, 6) * M(6, 5) / M(5, 5); M(6, 7) -= M(5, 7) * M(6, 5) / M(5, 5);
b[7] -= b[5] * M(7, 5) / M(5, 5); M(7, 7) -= M(5, 7) * M(7, 5) / M(5, 5);
b[7] -= b[6] * M(7, 6) / M(6, 6); M(7, 7) -= M(6, 7) * M(7, 6) / M(6, 6);
b[N-1-0] /= M(N-1-0, N-1-0);
interp += b[N-1-0] * (X[N-1-0] - X[N]);
b[N-1-1] -= M(N-1-1, 7) * b[7]; b[N-1-1] /= M(N-1-1, N-1-1);
interp += b[N-1-1] * (X[N-1-1] - X[N]);
b[N-1-2] -= M(N-1-2, 6) * b[6]; b[N-1-2] -= M(N-1-2, 7) * b[7]; b[N-1-2] /= M(N-1-2, N-1-2);
interp += b[N-1-2] * (X[N-1-2] - X[N]);
b[N-1-3] -= M(N-1-3, 5) * b[5]; b[N-1-3] -= M(N-1-3, 6) * b[6]; b[N-1-3] -= M(N-1-3, 7) * b[7]; b[N-1-3] /= M(N-1-3, N-1-3);
interp += b[N-1-3] * (X[N-1-3] - X[N]);
b[N-1-4] -= M(N-1-4, 4) * b[4]; b[N-1-4] -= M(N-1-4, 5) * b[5]; b[N-1-4] -= M(N-1-4, 6) * b[6]; b[N-1-4] -= M(N-1-4, 7) * b[7]; b[N-1-4] /= M(N-1-4, N-1-4);
interp += b[N-1-4] * (X[N-1-4] - X[N]);
b[N-1-5] -= M(N-1-5, 3) * b[3]; b[N-1-5] -= M(N-1-5, 4) * b[4]; b[N-1-5] -= M(N-1-5, 5) * b[5]; b[N-1-5] -= M(N-1-5, 6) * b[6]; b[N-1-5] -= M(N-1-5, 7) * b[7]; b[N-1-5] /= M(N-1-5, N-1-5);
interp += b[N-1-5] * (X[N-1-5] - X[N]);
b[N-1-6] -= M(N-1-6, 2) * b[2]; b[N-1-6] -= M(N-1-6, 3) * b[3]; b[N-1-6] -= M(N-1-6, 4) * b[4]; b[N-1-6] -= M(N-1-6, 5) * b[5]; b[N-1-6] -= M(N-1-6, 6) * b[6]; b[N-1-6] -= M(N-1-6, 7) * b[7]; b[N-1-6] /= M(N-1-6, N-1-6);
interp += b[N-1-6] * (X[N-1-6] - X[N]);
b[N-1-7] -= M(N-1-7, 1) * b[1]; b[N-1-7] -= M(N-1-7, 2) * b[2]; b[N-1-7] -= M(N-1-7, 3) * b[3]; b[N-1-7] -= M(N-1-7, 4) * b[4]; b[N-1-7] -= M(N-1-7, 5) * b[5]; b[N-1-7] -= M(N-1-7, 6) * b[6]; b[N-1-7] -= M(N-1-7, 7) * b[7]; b[N-1-7] /= M(N-1-7, N-1-7);
interp += b[N-1-7] * (X[N-1-7] - X[N]);
return interp.zwxx;
}

View File

@ -0,0 +1,206 @@
// vim: set ft=glsl:
/*
LumaSharpenHook 0.3
original hlsl by Christian Cann Schuldt Jensen ~ CeeJay.dk
port to glsl by Anon
It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image.
It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts.
This is similar to using Unsharp Mask in Photoshop.
*/
// -- Hooks --
//!HOOK LUMA
//!BIND HOOKED
// -- Sharpening --
#define sharp_strength 0.30 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
//[8|9] Experimental slower patterns. 8 = 9 tap 9 fetch gaussian, 9 = 9 tap 9 fetch high pass.
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
vec4 hook(){
vec4 colorInput = LUMA_tex(LUMA_pos);
//We are on luma plane: xyzw = [luma_val, 0.0, 0.0, 1.0]
float ori = colorInput.x;
// -- Combining the strength and luma multipliers --
float sharp_strength_luma = sharp_strength; //I'll be combining even more multipliers with it later on
float px = 1.0;
float py = 1.0;
// Sampling patterns
// [ NW, , NE ] Each texture lookup (except ori)
// [ ,ori, ] samples 4 pixels
// [ SW, , SE ]
// -- Pattern 1 -- A (fast) 7 tap gaussian using only 2+1 texture fetches.
#if pattern == 1
// -- Gaussian filter --
// [ 1/9, 2/9, ] [ 1 , 2 , ]
// [ 2/9, 8/9, 2/9] = [ 2 , 8 , 2 ]
// [ , 2/9, 1/9] [ , 2 , 1 ]
px = (px / 3.0) * offset_bias;
py = (py / 3.0) * offset_bias;
float blur_ori = LUMA_texOff(vec2(px,py)).x; // North West
blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South East
//blur_ori += LUMA_texOff(vec2(px,py)).x; // North East
//blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South West
blur_ori *= 0.5; //Divide by the number of texture fetches
sharp_strength_luma *= 1.5; // Adjust strength to aproximate the strength of pattern 2
#endif
// -- Pattern 2 -- A 9 tap gaussian using 4+1 texture fetches.
#if pattern == 2
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]
px = px * 0.5 * offset_bias;
py = py * 0.5 * offset_bias;
float blur_ori = LUMA_texOff(vec2(px,-py)).x; // South East
blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South West
blur_ori += LUMA_texOff(vec2(px,py)).x; // North East
blur_ori += LUMA_texOff(vec2(-px,py)).x; // North West
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
#endif
// -- Pattern 3 -- An experimental 17 tap gaussian using 4+1 texture fetches.
#if pattern == 3
// -- Gaussian filter --
// [ , 4 , 6 , , ]
// [ ,16 ,24 ,16 , 4 ]
// [ 6 ,24 , ,24 , 6 ]
// [ 4 ,16 ,24 ,16 , ]
// [ , , 6 , 4 , ]
px = px * offset_bias;
py = py * offset_bias;
float blur_ori = LUMA_texOff(vec2(0.4*px,-1.2*py)).x; // South South East
blur_ori += LUMA_texOff(vec2(-1.2*px,-0.4*py)).x; // West South West
blur_ori += LUMA_texOff(vec2(1.2*px,0.4*py)).x; // East North East
blur_ori += LUMA_texOff(vec2(-0.4*px,1.2*py)).x; // North North West
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
sharp_strength_luma *= 0.51;
#endif
// -- Pattern 4 -- A 9 tap high pass (pyramid filter) using 4+1 texture fetches.
#if pattern == 4
// -- Gaussian filter --
// [ .50, .50, .50] [ 1 , 1 , 1 ]
// [ .50, , .50] = [ 1 , , 1 ]
// [ .50, .50, .50] [ 1 , 1 , 1 ]
float blur_ori = LUMA_texOff(vec2(0.5 * px,-py * offset_bias)).x; // South South East
blur_ori += LUMA_texOff(vec2(offset_bias * -px,0.5 * -py)).x; // West South West
blur_ori += LUMA_texOff(vec2(offset_bias * px,0.5 * py)).x; // East North East
blur_ori += LUMA_texOff(vec2(0.5 * -px,py * offset_bias)).x; // North North West
//blur_ori += (2.0 * ori); // Probably not needed. Only serves to lessen the effect.
blur_ori *= 0.25; //Divide by the number of texture fetches
sharp_strength_luma *= 0.666; // Adjust strength to aproximate the strength of pattern 2
#endif
// -- Pattern 8 -- A (slower) 9 tap gaussian using 9 texture fetches.
#if pattern == 8
// -- Gaussian filter --
// [ 1 , 2 , 1 ]
// [ 2 , 4 , 2 ]
// [ 1 , 2 , 1 ]
px = px * offset_bias;
py = py * offset_bias;
float blur_ori = LUMA_texOff(vec2(-px,py)).x; // North West
blur_ori += LUMA_texOff(vec2(px,-py)).x; // South East
blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South West
blur_ori += LUMA_texOff(vec2(px,py)).x; // North East
float blur_ori2 = LUMA_texOff(vec2(0.0,py)).x; // North
blur_ori2 += LUMA_texOff(vec2(0.0,-py)).x; // South
blur_ori2 += LUMA_texOff(vec2(-px,0.0)).x; // West
blur_ori2 += LUMA_texOff(vec2(px,0.0)).x; // East
blur_ori2 *= 2.0;
blur_ori += blur_ori2;
blur_ori += (ori * 4.0); // Probably not needed. Only serves to lessen the effect.
// dot()s with gaussian strengths here?
blur_ori /= 16.0; //Divide by the number of texture fetches
sharp_strength_luma *= 0.75; // Adjust strength to aproximate the strength of pattern 2
#endif
// -- Pattern 9 -- A (slower) 9 tap high pass using 9 texture fetches.
#if pattern == 9
// -- Gaussian filter --
// [ 1 , 1 , 1 ]
// [ 1 , 1 , 1 ]
// [ 1 , 1 , 1 ]
px = px * offset_bias;
py = py * offset_bias;
float blur_ori = LUMA_texOff(vec2(-px,py)).x; // North West
blur_ori += LUMA_texOff(vec2(px,-py)).x; // South East
blur_ori += LUMA_texOff(vec2(-px,-py)).x; // South West
blur_ori += LUMA_texOff(vec2(px,py)).x; // North East
blur_ori += ori; // Probably not needed. Only serves to lessen the effect.
blur_ori += LUMA_texOff(vec2(0.0,py)).x; // North
blur_ori += LUMA_texOff(vec2(0.0,-py)).x; // South
blur_ori += LUMA_texOff(vec2(-px,0.0)).x; // West
blur_ori += LUMA_texOff(vec2(px,0.0)).x; // East
blur_ori /= 9.0; //Divide by the number of texture fetches
sharp_strength_luma *= (8.0/9.0); // Adjust strength to aproximate the strength of pattern 2
#endif
// -- Calculate the sharpening --
float sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it--
float sharp_strength_luma_clamp = sharp_strength_luma / (2.0 * sharp_clamp); //Roll part of the clamp into the dot
float sharp_luma = clamp((sharp * sharp_strength_luma_clamp + 0.5), 0.0,1.0 ); //Calculate the luma, adjust the strength, scale up and clamp
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
// -- Combining the values to get the final sharpened pixel --
colorInput.x = colorInput.x + sharp_luma; // Add the sharpening to the input color.
return clamp(colorInput, 0.0,1.0);
}

View File

@ -0,0 +1,246 @@
// Copyright (c) 2015-2018, bacondither
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// 1. Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer
// in this position and unchanged.
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Adaptive sharpen - version 2018-04-14 - (requires ps >= 3.0)
// Tuned for use post resize
//!HOOK SCALED
//!BIND HOOKED
//!SAVE ASSD
//!COMPONENTS 2
//!DESC adaptive-sharpen
//--------------------------------------- Settings ------------------------------------------------
#define curve_height 1.6 // Main control of sharpening strength [>0]
// 0.3 <-> 2.0 is a reasonable range of values
// Defined values under this row are "optimal" DO NOT CHANGE IF YOU DO NOT KNOW WHAT YOU ARE DOING!
#define curveslope 0.5 // Sharpening curve slope, high edge values
#define L_overshoot 0.003 // Max light overshoot before compression [>0.001]
#define L_compr_low 0.167 // Light compression, default (0.169=~9x)
#define L_compr_high 0.334 // Light compression, surrounded by edges (0.337=~4x)
#define D_overshoot 0.009 // Max dark overshoot before compression [>0.001]
#define D_compr_low 0.250 // Dark compression, default (0.253=~6x)
#define D_compr_high 0.500 // Dark compression, surrounded by edges (0.504=~2.5x)
#define scale_lim 0.1 // Abs max change before compression (0.1=+-10%)
#define scale_cs 0.056 // Compression slope above scale_lim
#define pm_p sat(1.0/curve_height) // Power mean p-value [>0-1.0]
//-------------------------------------------------------------------------------------------------
// Soft limit
#define soft_lim(v,s) ( (exp(2.0*min(abs(v), s*24.0)/s) - 1.0)/(exp(2.0*min(abs(v), s*24.0)/s) + 1.0)*s )
// Weighted power mean
#define wpmean(a,b,c) ( pow((c*pow(abs(a), pm_p) + (1.0-c)*pow(b, pm_p)), (1.0/pm_p)) )
// Get destination pixel values
#define get(x,y) ( HOOKED_texOff(vec2(x, y)).rgb )
#define sat(x) ( clamp(x, 0.0, 1.0) )
// Colour to luma, fast approx gamma, avg of rec. 709 & 601 luma coeffs
#define CtL(RGB) ( sqrt(dot(vec3(0.2558, 0.6511, 0.0931), pow(sat(RGB), vec3(2.0)))) )
// Center pixel diff
#define mdiff(a,b,c,d,e,f,g) ( abs(luma[g]-luma[a]) + abs(luma[g]-luma[b]) \
+ abs(luma[g]-luma[c]) + abs(luma[g]-luma[d]) \
+ 0.5*(abs(luma[g]-luma[e]) + abs(luma[g]-luma[f])) )
#define b_diff(pix) ( abs(blur-c[pix]) )
vec4 hook() {
vec4 o = HOOKED_tex(HOOKED_pos);
// Get points, saturate colour data in c[0]
// [ c22 ]
// [ c24, c9, c23 ]
// [ c21, c1, c2, c3, c18 ]
// [ c19, c10, c4, c0, c5, c11, c16 ]
// [ c20, c6, c7, c8, c17 ]
// [ c15, c12, c14 ]
// [ c13 ]
vec3 c[25] = vec3[](sat(o.rgb), get(-1,-1), get( 0,-1), get( 1,-1), get(-1, 0),
get( 1, 0), get(-1, 1), get( 0, 1), get( 1, 1), get( 0,-2),
get(-2, 0), get( 2, 0), get( 0, 2), get( 0, 3), get( 1, 2),
get(-1, 2), get( 3, 0), get( 2, 1), get( 2,-1), get(-3, 0),
get(-2, 1), get(-2,-1), get( 0,-3), get( 1,-2), get(-1,-2));
// Blur, gauss 3x3
vec3 blur = (2.0 * (c[2]+c[4]+c[5]+c[7]) + (c[1]+c[3]+c[6]+c[8]) + 4.0 * c[0]) / 16.0;
// Contrast compression, center = 0.5, scaled to 1/3
float c_comp = sat(0.266666681f + 0.9*exp2(dot(blur, vec3(-7.4/3.0))));
// Edge detection
// Relative matrix weights
// [ 1 ]
// [ 4, 5, 4 ]
// [ 1, 5, 6, 5, 1 ]
// [ 4, 5, 4 ]
// [ 1 ]
float edge = length( 1.38*b_diff(0)
+ 1.15*(b_diff(2) + b_diff(4) + b_diff(5) + b_diff(7))
+ 0.92*(b_diff(1) + b_diff(3) + b_diff(6) + b_diff(8))
+ 0.23*(b_diff(9) + b_diff(10) + b_diff(11) + b_diff(12)) ) * c_comp;
// RGB to luma
float c0_Y = CtL(c[0]);
float luma[25] = float[](c0_Y, CtL(c[1]), CtL(c[2]), CtL(c[3]), CtL(c[4]), CtL(c[5]), CtL(c[6]),
CtL(c[7]), CtL(c[8]), CtL(c[9]), CtL(c[10]), CtL(c[11]), CtL(c[12]),
CtL(c[13]), CtL(c[14]), CtL(c[15]), CtL(c[16]), CtL(c[17]), CtL(c[18]),
CtL(c[19]), CtL(c[20]), CtL(c[21]), CtL(c[22]), CtL(c[23]), CtL(c[24]));
// Precalculated default squared kernel weights
const vec3 w1 = vec3(0.5, 1.0, 1.41421356237); // 0.25, 1.0, 2.0
const vec3 w2 = vec3(0.86602540378, 1.0, 0.54772255751); // 0.75, 1.0, 0.3
// Transition to a concave kernel if the center edge val is above thr
vec3 dW = pow(mix( w1, w2, smoothstep( 0.3, 0.8, edge)), vec3(2.0));
float mdiff_c0 = 0.02 + 3.0*( abs(luma[0]-luma[2]) + abs(luma[0]-luma[4])
+ abs(luma[0]-luma[5]) + abs(luma[0]-luma[7])
+ 0.25*(abs(luma[0]-luma[1]) + abs(luma[0]-luma[3])
+abs(luma[0]-luma[6]) + abs(luma[0]-luma[8])) );
// Use lower weights for pixels in a more active area relative to center pixel area
// This results in narrower and less visible overshoots around sharp edges
float weights[12] = float[](( min((mdiff_c0/mdiff(24, 21, 2, 4, 9, 10, 1)), dW.y) ),
( dW.x ),
( min((mdiff_c0/mdiff(23, 18, 5, 2, 9, 11, 3)), dW.y) ),
( dW.x ),
( dW.x ),
( min((mdiff_c0/mdiff(4, 20, 15, 7, 10, 12, 6)), dW.y) ),
( dW.x ),
( min((mdiff_c0/mdiff(5, 7, 17, 14, 12, 11, 8)), dW.y) ),
( min((mdiff_c0/mdiff(2, 24, 23, 22, 1, 3, 9)), dW.z) ),
( min((mdiff_c0/mdiff(20, 19, 21, 4, 1, 6, 10)), dW.z) ),
( min((mdiff_c0/mdiff(17, 5, 18, 16, 3, 8, 11)), dW.z) ),
( min((mdiff_c0/mdiff(13, 15, 7, 14, 6, 8, 12)), dW.z) ));
weights[0] = (max(max((weights[8] + weights[9])/4.0, weights[0]), 0.25) + weights[0])/2.0;
weights[2] = (max(max((weights[8] + weights[10])/4.0, weights[2]), 0.25) + weights[2])/2.0;
weights[5] = (max(max((weights[9] + weights[11])/4.0, weights[5]), 0.25) + weights[5])/2.0;
weights[7] = (max(max((weights[10] + weights[11])/4.0, weights[7]), 0.25) + weights[7])/2.0;
// Calculate the negative part of the laplace kernel
float weightsum = 0.0;
float neg_laplace = 0.0;
for (int pix = 0; pix < 12; ++pix)
{
neg_laplace += luma[pix+1]*weights[pix];
weightsum += weights[pix];
}
neg_laplace = neg_laplace / weightsum;
// Compute sharpening magnitude function
float sharpen_val = (curve_height/(curve_height*curveslope*pow((edge), 3.5) + 0.625));
// Calculate sharpening diff and scale
float sharpdiff = (c0_Y - neg_laplace)*(sharpen_val + 0.01);
// Calculate local near min & max, partial sort
float temp;
for (int i1 = 0; i1 < 24; i1 += 2)
{
temp = luma[i1];
luma[i1] = min(luma[i1], luma[i1+1]);
luma[i1+1] = max(temp, luma[i1+1]);
}
for (int i2 = 24; i2 > 0; i2 -= 2)
{
temp = luma[0];
luma[0] = min(luma[0], luma[i2]);
luma[i2] = max(temp, luma[i2]);
temp = luma[24];
luma[24] = max(luma[24], luma[i2-1]);
luma[i2-1] = min(temp, luma[i2-1]);
}
for (int i1 = 1; i1 < 24-1; i1 += 2)
{
temp = luma[i1];
luma[i1] = min(luma[i1], luma[i1+1]);
luma[i1+1] = max(temp, luma[i1+1]);
}
for (int i2 = 24-1; i2 > 1; i2 -= 2)
{
temp = luma[1];
luma[1] = min(luma[1], luma[i2]);
luma[i2] = max(temp, luma[i2]);
temp = luma[24-1];
luma[24-1] = max(luma[24-1], luma[i2-1]);
luma[i2-1] = min(temp, luma[i2-1]);
}
float nmax = (max(luma[23], c0_Y)*3.0 + luma[24])/4.0;
float nmin = (min(luma[1], c0_Y)*3.0 + luma[0])/4.0;
// Calculate tanh scale factors
float min_dist = min(abs(nmax - c0_Y), abs(c0_Y - nmin));
float pos_scale = min_dist + min(L_overshoot, 1.0001 - min_dist - c0_Y);
float neg_scale = min_dist + min(D_overshoot, 0.0001 + c0_Y - min_dist);
pos_scale = min(pos_scale, scale_lim*(1.0 - scale_cs) + pos_scale*scale_cs);
neg_scale = min(neg_scale, scale_lim*(1.0 - scale_cs) + neg_scale*scale_cs);
// Soft limited anti-ringing with tanh, wpmean to control compression slope
sharpdiff = wpmean(max(sharpdiff, 0.0), soft_lim( max(sharpdiff, 0.0), pos_scale ), L_compr_low )
- wpmean(min(sharpdiff, 0.0), soft_lim( min(sharpdiff, 0.0), neg_scale ), D_compr_low );
return vec4(sharpdiff, c0_Y, 0, 1);
}
//!HOOK SCALED
//!BIND HOOKED
//!BIND ASSD
//!DESC adaptive-sharpen equalization
#define video_level_out false // True to preserve BTB & WTW (minor summation error)
// Normally it should be set to false
#define SD(x,y) ASSD_texOff(vec2(x,y)).r
vec4 hook() {
vec4 o = HOOKED_texOff(0);
float sharpdiff = SD( 0, 0) - 0.6 * 0.25 * (SD(-0.5,-0.5) + SD( 0.5,-0.5) + SD(-0.5, 0.5) + SD( 0.5, 0.5));
float c0_Y = ASSD_texOff(vec2(0)).g;
float sharpdiff_lim = clamp(c0_Y + sharpdiff, 0.0, 1.0) - c0_Y;
float satmul = (c0_Y + max(sharpdiff_lim*0.9, sharpdiff_lim)*1.03 + 0.03)/(c0_Y + 0.03);
vec3 res = c0_Y + (sharpdiff_lim*3 + sharpdiff)/4 + (clamp(o.rgb, 0.0, 1.0) - c0_Y)*satmul;
o.rgb = video_level_out == true ? res + o.rgb - clamp(o.rgb, 0.0, 1.0) : res;
return o;
}