mpv-conf/shaders/SSimSuperRes.glsl
2021-12-03 20:50:08 +08:00

203 lines
6.1 KiB
GLSL

// SSimSuperRes 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 POSTKERNEL
//!BIND HOOKED
//!SAVE LOWRES
//!HEIGHT NATIVE_CROPPED.h
//!WHEN NATIVE_CROPPED.h OUTPUT.h <
//!COMPONENTS 4
//!DESC SSSR Downscaling I
#define axis 1
#define offset vec2(0,0)
#define MN(B,C,x) (x < 1.0 ? ((2.-1.5*B-(C))*x + (-3.+2.*B+C))*x*x + (1.-(B)/3.) : (((-(B)/6.-(C))*x + (B+5.*C))*x + (-2.*B-8.*C))*x+((4./3.)*B+4.*C))
#define Kernel(x) MN(0.334, 0.333, abs(x))
#define taps 2.0
#define Luma(rgb) ( dot(rgb*rgb, vec3(0.2126, 0.7152, 0.0722)) )
vec4 hook() {
// Calculate bounds
float low = ceil((HOOKED_pos - taps/input_size) * HOOKED_size - offset - 0.5)[axis];
float high = floor((HOOKED_pos + taps/input_size) * HOOKED_size - offset - 0.5)[axis];
float W = 0.0;
vec4 avg = vec4(0);
vec2 pos = HOOKED_pos;
vec4 tex;
for (float k = low; k <= high; k++) {
pos[axis] = HOOKED_pt[axis] * (k - offset[axis] + 0.5);
float rel = (pos[axis] - HOOKED_pos[axis])*input_size[axis];
float w = Kernel(rel);
tex.rgb = textureLod(HOOKED_raw, pos, 0.0).rgb * HOOKED_mul;
tex.a = Luma(tex.rgb);
avg += w * tex;
W += w;
}
avg /= W;
return vec4(avg.rgb, max(abs(avg.a - Luma(avg.rgb)), 5e-7));
}
//!HOOK POSTKERNEL
//!BIND LOWRES
//!SAVE LOWRES
//!WIDTH NATIVE_CROPPED.w
//!HEIGHT NATIVE_CROPPED.h
//!WHEN NATIVE_CROPPED.w OUTPUT.w <
//!COMPONENTS 4
//!DESC SSSR Downscaling II
#define axis 0
#define offset vec2(0,0)
#define MN(B,C,x) (x < 1.0 ? ((2.-1.5*B-(C))*x + (-3.+2.*B+C))*x*x + (1.-(B)/3.) : (((-(B)/6.-(C))*x + (B+5.*C))*x + (-2.*B-8.*C))*x+((4./3.)*B+4.*C))
#define Kernel(x) MN(0.334, 0.333, abs(x))
#define taps 2.0
#define Luma(rgb) ( dot(rgb*rgb, vec3(0.2126, 0.7152, 0.0722)) )
vec4 hook() {
// Calculate bounds
float low = ceil((LOWRES_pos - taps/input_size) * LOWRES_size - offset - 0.5)[axis];
float high = floor((LOWRES_pos + taps/input_size) * LOWRES_size - offset - 0.5)[axis];
float W = 0.0;
vec4 avg = vec4(0);
vec2 pos = LOWRES_pos;
vec4 tex;
for (float k = low; k <= high; k++) {
pos[axis] = LOWRES_pt[axis] * (k - offset[axis] + 0.5);
float rel = (pos[axis] - LOWRES_pos[axis])*input_size[axis];
float w = Kernel(rel);
tex.rgb = textureLod(LOWRES_raw, pos, 0.0).rgb * LOWRES_mul;
tex.a = Luma(tex.rgb);
avg += w * tex;
W += w;
}
avg /= W;
return vec4(avg.rgb, max(abs(avg.a - Luma(avg.rgb)), 5e-7) + LOWRES_texOff(0).a);
}
//!HOOK POSTKERNEL
//!BIND PREKERNEL
//!BIND LOWRES
//!SAVE var
//!WIDTH NATIVE_CROPPED.w
//!HEIGHT NATIVE_CROPPED.h
//!WHEN NATIVE_CROPPED.h OUTPUT.h <
//!COMPONENTS 2
//!DESC SSSR var
#define spread 1.0 / 1000.0
#define GetL(x,y) PREKERNEL_tex(PREKERNEL_pt * (PREKERNEL_pos * input_size + tex_offset + vec2(x,y))).rgb
#define GetH(x,y) LOWRES_texOff(vec2(x,y)).rgb
#define Luma(rgb) ( dot(rgb*rgb, vec3(0.2126, 0.7152, 0.0722)) )
vec4 hook() {
vec3 meanL = vec3(0);
vec3 meanH = vec3(0);
for (int X=-1; X<=1; X++)
for (int Y=-1; Y<=1; Y++) {
meanL += GetL(X,Y) * pow(spread, abs(float(X)) + abs(float(Y)));
meanH += GetH(X,Y) * pow(spread, abs(float(X)) + abs(float(Y)));
}
meanL /= (1.0 + 4.0*spread + 4.0*spread*spread);
meanH /= (1.0 + 4.0*spread + 4.0*spread*spread);
float varL = 0.0;
float varH = 0.0;
for (int X=-1; X<=1; X++)
for (int Y=-1; Y<=1; Y++) {
varL += Luma(abs(GetL(X,Y) - meanL)) * pow(spread, abs(float(X)) + abs(float(Y)));
varH += Luma(abs(GetH(X,Y) - meanH)) * pow(spread, abs(float(X)) + abs(float(Y)));
}
varL = max(varL / (spread + 4.0*spread + 4.0*spread*spread), 1e-6);
varH = max(varH / (spread + 4.0*spread + 4.0*spread*spread), 1e-6);
return vec4(varL, varH, 0, 0);
}
//!HOOK POSTKERNEL
//!BIND HOOKED
//!BIND PREKERNEL
//!BIND LOWRES
//!BIND var
//!WHEN NATIVE_CROPPED.h OUTPUT.h <
//!DESC SSSR final pass
// -- Window Size --
#define taps 3.0
#define even (taps - 2.0 * floor(taps / 2.0) == 0.0)
#define minX int(1.0-ceil(taps/2.0))
#define maxX int(floor(taps/2.0))
#define Kernel(x) ( cos(acos(-1.0)*(x)/taps) ) // Hann kernel
// -- Input processing --
#define var(x,y) ( var_tex(var_pt * (pos + vec2(x,y) + 0.5)).rg )
#define GetL(x,y) ( PREKERNEL_tex(PREKERNEL_pt * (pos + tex_offset + vec2(x,y) + 0.5)).rgb )
#define GetH(x,y) ( LOWRES_tex(LOWRES_pt * (pos + vec2(x,y) + 0.5)) )
#define Luma(rgb) ( dot(rgb*rgb, vec3(0.2126, 0.7152, 0.0722)) )
vec4 hook() {
vec4 c0 = HOOKED_texOff(0);
// Calculate position
vec2 pos = HOOKED_pos * LOWRES_size - vec2(0.5);
vec2 offset = pos - (even ? floor(pos) : round(pos));
pos -= offset;
vec2 mVar = vec2(0.0);
for (int X=-1; X<=1; X++)
for (int Y=-1; Y<=1; Y++) {
vec2 w = clamp(1.5 - abs(vec2(X,Y) - offset), 0., 1.);
mVar += w.r * w.g * vec2(GetH(X,Y).a, 1.0);
}
mVar.r /= mVar.g;
// Calculate faithfulness force
float weightSum = 0.0;
vec3 diff = vec3(0);
for (int X = minX; X <= maxX; X++)
for (int Y = minX; Y <= maxX; Y++)
{
float R = -sqrt(var(X,Y).r / (var(X,Y).g + mVar.r));
vec2 krnl = Kernel(vec2(X,Y) - offset);
float weight = krnl.r * krnl.g / (Luma(abs(c0.rgb - GetH(X,Y).rgb)) + GetH(X,Y).a);
diff += weight * (GetL(X,Y) + GetH(X,Y).rgb * R + (-1.0 - R) * (c0.rgb));
weightSum += weight;
}
diff /= weightSum;
c0.rgb = ((c0.rgb) + diff);
return c0;
}