mpv-conf/shaders/noise_static_chroma.glsl

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2021-12-03 20:50:08 +08:00
//!DESC Reduce static noise (chroma)
//!HOOK CHROMA
//!BIND HOOKED
// Change this to tune the strength of the noise
// Apparently this has to be float on some setups
#define STRENGTH 48.0
// PRNG taken from mpv's deband shader
float mod289(float x) { return x - floor(x / 289.0) * 289.0; }
float permute(float x) { return mod289((34.0*x + 1.0) * x); }
float rand(float x) { return fract(x / 41.0); }
vec4 hook() {
vec3 _m = vec3(HOOKED_pos, 0.5) + vec3(1.0);
float h = permute(permute(permute(_m.x)+_m.y)+_m.z);
vec4 noise;
noise.x = rand(h); h = permute(h);
noise.y = rand(h);
return HOOKED_tex(HOOKED_pos) + vec4(STRENGTH/8192.0) * (noise - 0.5);
}