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# 1. How to use (GLSL / MPV) | ||
## 1.1 install MPV | ||
## 1.2 Download the .glsl shader files here | ||
## 1.3 Copy the .glsl files to %AppData%\mpv\shaders for Windows | ||
# AI-video-enhance | ||
This repository is a set of open-source, high-quality real-time video enhance algorithms that can be implemented in any programming language. | ||
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# How to use (GLSL / MPV) | ||
1. install MPV | ||
2. Download the .glsl shader files here | ||
3. Copy the .glsl files to %AppData%\mpv\shaders for Windows | ||
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//Anime4K v3.1 GLSL | ||
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// This is free and unencumbered software released into the public domain. | ||
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// Anyone is free to copy, modify, publish, use, compile, sell, or | ||
// distribute this software, either in source code form or as a compiled | ||
// binary, for any purpose, commercial or non-commercial, and by any | ||
// means. | ||
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// In jurisdictions that recognize copyright laws, the author or authors | ||
// of this software dedicate any and all copyright interest in the | ||
// software to the public domain. We make this dedication for the benefit | ||
// of the public at large and to the detriment of our heirs and | ||
// successors. We intend this dedication to be an overt act of | ||
// relinquishment in perpetuity of all present and future rights to this | ||
// software under copyright law. | ||
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// 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 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. | ||
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// For more information, please refer to <https://unlicense.org> | ||
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//!DESC Anime4K-v3.1-DarkLines-Kernel(X) | ||
//!HOOK NATIVE | ||
//!BIND HOOKED | ||
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vec3 rgb2hsv(vec3 c) | ||
{ | ||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); | ||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); | ||
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); | ||
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float d = q.x - min(q.w, q.y); | ||
float e = 1.0e-10; | ||
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); | ||
} | ||
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vec3 hsv2rgb(vec3 c) | ||
{ | ||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | ||
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | ||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | ||
} | ||
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vec3 sat(vec3 img) | ||
{ | ||
img = img / 255.0; | ||
float Increment = 0.03; | ||
float img_min = min(img.r, min(img.g, img.b)); | ||
float img_max = max(img.r, max(img.g, img.b)); | ||
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float Delta = (img_max - img_min); | ||
float value = (img_max + img_min); | ||
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float L = value/2.0; | ||
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float mask_1 = 0.0; | ||
if(L < 0.5) { | ||
mask_1 = 1.0; | ||
} else { | ||
mask_1 = 0.0; | ||
} | ||
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float s1 = Delta / (value + 0.001); | ||
float s2 = Delta / (2.0 - value + 0.001); | ||
float s = s1*mask_1 + s2*(1.0 - mask_1); | ||
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if(Increment >= 0.0) { | ||
float temp = Increment + s; | ||
float mask_2 = 0.0; | ||
if(temp > 1.0){ | ||
mask_2 = 1.0; | ||
} else { | ||
mask_2 = 0.0; | ||
} | ||
float alpha_1 = s; | ||
float alpha_2 = s*0.0 + 1.0 - Increment; | ||
float alpha = alpha_1*mask_2 + alpha_2*(1.0 - mask_2); | ||
alpha = 1.0/(alpha + 0.001) - 1.0; | ||
img.r = img.r + (img.r - L) * alpha; | ||
img.g = img.g + (img.g - L) * alpha; | ||
img.b = img.b + (img.b - L) * alpha; | ||
} else { | ||
float alpha = Increment; | ||
img.r = img.r + (img.r - L) * alpha; | ||
img.g = img.g + (img.g - L) * alpha; | ||
img.b = img.b + (img.b - L) * alpha; | ||
} | ||
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vec3 img_out = img; | ||
float mask_r_1 = 0.0; | ||
float mask_r_2 = 0.0; | ||
float mask_g_1 = 0.0; | ||
float mask_g_2 = 0.0; | ||
float mask_b_1 = 0.0; | ||
float mask_b_2 = 0.0; | ||
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if(img_out.r < 0.0){ | ||
mask_r_1 = 1.0; | ||
} else { | ||
mask_r_1 = 0.0; | ||
} | ||
if(img_out.r > 1.0){ | ||
mask_r_2 = 1.0; | ||
} else { | ||
mask_r_2 = 0.0; | ||
} | ||
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if(img_out.g < 0.0){ | ||
mask_g_1 = 1.0; | ||
} else { | ||
mask_g_1 = 0.0; | ||
} | ||
if(img_out.g > 1.0){ | ||
mask_g_2 = 1.0; | ||
} else { | ||
mask_g_2 = 0.0; | ||
} | ||
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if(img_out.b < 0.0){ | ||
mask_b_1 = 1.0; | ||
} else { | ||
mask_b_1 = 0.0; | ||
} | ||
if(img_out.b > 1.0){ | ||
mask_b_2 = 1.0; | ||
} else { | ||
mask_b_2 = 0.0; | ||
} | ||
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//img_out = img_out * (1.0-mask_r_1, 1.0-mask_g_1, 1.0-mask_b_1); | ||
img_out.r = img_out.r*(1.0-mask_r_1); | ||
img_out.g = img_out.g*(1.0-mask_g_1); | ||
img_out.b = img_out.b*(1.0-mask_b_1); | ||
//img_out = img_out * (1.0-mask_r_2, 1.0-mask_g_2, 1.0-mask_b_2) + (mask_r_2, mask_g_2, mask_b_2); | ||
img_out.r = img_out.r*(1.0-mask_r_2); | ||
img_out.g = img_out.g*(1.0-mask_g_2); | ||
img_out.b = img_out.b*(1.0-mask_b_2); | ||
img_out += (mask_r_2, mask_g_2, mask_b_2); | ||
img_out = img_out * 255.0; | ||
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return img_out; | ||
} | ||
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#define L_tex HOOKED_tex | ||
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#define SIGMA 1 | ||
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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)); | ||
} | ||
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float lumGaussian(vec2 pos, vec2 d) { | ||
float s = SIGMA * HOOKED_size.y / 1080; | ||
float kernel_size = s * 2 + 1; | ||
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float g = (L_tex(pos).x) * gaussian(0, s, 0); | ||
float gn = gaussian(0, s, 0); | ||
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g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1, s, 0); | ||
gn += gaussian(1, s, 0) * 2; | ||
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for (int i=2; i<kernel_size; i++) { | ||
g += (L_tex(pos - (d * i)).x + L_tex(pos + (d * i)).x) * gaussian(i, s, 0); | ||
gn += gaussian(i, s, 0) * 2; | ||
} | ||
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return g / gn; | ||
} | ||
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float getLum(vec4 rgb) { | ||
return (rgb.r + rgb.r + rgb.g + rgb.g + rgb.g + rgb.b) / 6.0; | ||
} | ||
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vec4 hook() { //Save lum on OUTPUT | ||
vec4 rgb = HOOKED_tex(HOOKED_pos); | ||
rgb.rgb = sat(rgb.rgb); | ||
//rgb.rgb = rgb.rgb / 255.0; | ||
//rgb.rgb = rgb.rgb * 255.0; | ||
return rgb; //vec4(255.0); //vec4(lum); | ||
} |
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//Anime4K v3.1 GLSL | ||
|
||
// This is free and unencumbered software released into the public domain. | ||
|
||
// Anyone is free to copy, modify, publish, use, compile, sell, or | ||
// distribute this software, either in source code form or as a compiled | ||
// binary, for any purpose, commercial or non-commercial, and by any | ||
// means. | ||
|
||
// In jurisdictions that recognize copyright laws, the author or authors | ||
// of this software dedicate any and all copyright interest in the | ||
// software to the public domain. We make this dedication for the benefit | ||
// of the public at large and to the detriment of our heirs and | ||
// successors. We intend this dedication to be an overt act of | ||
// relinquishment in perpetuity of all present and future rights to this | ||
// software under copyright law. | ||
|
||
// 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 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. | ||
|
||
// For more information, please refer to <https://unlicense.org> | ||
|
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//!DESC Anime4K-v3.1-DarkLines-Kernel(X) | ||
//!HOOK NATIVE | ||
//!BIND HOOKED | ||
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vec3 rgb2hsv(vec3 c) | ||
{ | ||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); | ||
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); | ||
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); | ||
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float d = q.x - min(q.w, q.y); | ||
float e = 1.0e-10; | ||
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); | ||
} | ||
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vec3 hsv2rgb(vec3 c) | ||
{ | ||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | ||
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | ||
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | ||
} | ||
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vec3 sat(vec3 img) | ||
{ | ||
img = img / 255.0; | ||
float Increment = 0.03; | ||
float img_min = min(img.r, min(img.g, img.b)); | ||
float img_max = max(img.r, max(img.g, img.b)); | ||
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float Delta = (img_max - img_min); | ||
float value = (img_max + img_min); | ||
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float L = value/2.0; | ||
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float mask_1 = 0.0; | ||
if(L < 0.5) { | ||
mask_1 = 1.0; | ||
} else { | ||
mask_1 = 0.0; | ||
} | ||
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float s1 = Delta / (value + 0.001); | ||
float s2 = Delta / (2.0 - value + 0.001); | ||
float s = s1*mask_1 + s2*(1.0 - mask_1); | ||
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if(Increment >= 0.0) { | ||
float temp = Increment + s; | ||
float mask_2 = 0.0; | ||
if(temp > 1.0){ | ||
mask_2 = 1.0; | ||
} else { | ||
mask_2 = 0.0; | ||
} | ||
float alpha_1 = s; | ||
float alpha_2 = s*0.0 + 1.0 - Increment; | ||
float alpha = alpha_1*mask_2 + alpha_2*(1.0 - mask_2); | ||
alpha = 1.0/(alpha + 0.001) - 1.0; | ||
img.r = img.r + (img.r - L) * alpha; | ||
img.g = img.g + (img.g - L) * alpha; | ||
img.b = img.b + (img.b - L) * alpha; | ||
} else { | ||
float alpha = Increment; | ||
img.r = img.r + (img.r - L) * alpha; | ||
img.g = img.g + (img.g - L) * alpha; | ||
img.b = img.b + (img.b - L) * alpha; | ||
} | ||
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vec3 img_out = img; | ||
float mask_r_1 = 0.0; | ||
float mask_r_2 = 0.0; | ||
float mask_g_1 = 0.0; | ||
float mask_g_2 = 0.0; | ||
float mask_b_1 = 0.0; | ||
float mask_b_2 = 0.0; | ||
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if(img_out.r < 0.0){ | ||
mask_r_1 = 1.0; | ||
} else { | ||
mask_r_1 = 0.0; | ||
} | ||
if(img_out.r > 1.0){ | ||
mask_r_2 = 1.0; | ||
} else { | ||
mask_r_2 = 0.0; | ||
} | ||
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if(img_out.g < 0.0){ | ||
mask_g_1 = 1.0; | ||
} else { | ||
mask_g_1 = 0.0; | ||
} | ||
if(img_out.g > 1.0){ | ||
mask_g_2 = 1.0; | ||
} else { | ||
mask_g_2 = 0.0; | ||
} | ||
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if(img_out.b < 0.0){ | ||
mask_b_1 = 1.0; | ||
} else { | ||
mask_b_1 = 0.0; | ||
} | ||
if(img_out.b > 1.0){ | ||
mask_b_2 = 1.0; | ||
} else { | ||
mask_b_2 = 0.0; | ||
} | ||
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//img_out = img_out * (1.0-mask_r_1, 1.0-mask_g_1, 1.0-mask_b_1); | ||
img_out.r = img_out.r*(1.0-mask_r_1); | ||
img_out.g = img_out.g*(1.0-mask_g_1); | ||
img_out.b = img_out.b*(1.0-mask_b_1); | ||
//img_out = img_out * (1.0-mask_r_2, 1.0-mask_g_2, 1.0-mask_b_2) + (mask_r_2, mask_g_2, mask_b_2); | ||
img_out.r = img_out.r*(1.0-mask_r_2); | ||
img_out.g = img_out.g*(1.0-mask_g_2); | ||
img_out.b = img_out.b*(1.0-mask_b_2); | ||
img_out += (mask_r_2, mask_g_2, mask_b_2); | ||
img_out = img_out * 255.0; | ||
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return img_out; | ||
} | ||
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#define L_tex HOOKED_tex | ||
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#define SIGMA 1 | ||
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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)); | ||
} | ||
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float lumGaussian(vec2 pos, vec2 d) { | ||
float s = SIGMA * HOOKED_size.y / 1080; | ||
float kernel_size = s * 2 + 1; | ||
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float g = (L_tex(pos).x) * gaussian(0, s, 0); | ||
float gn = gaussian(0, s, 0); | ||
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g += (L_tex(pos - d).x + L_tex(pos + d).x) * gaussian(1, s, 0); | ||
gn += gaussian(1, s, 0) * 2; | ||
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for (int i=2; i<kernel_size; i++) { | ||
g += (L_tex(pos - (d * i)).x + L_tex(pos + (d * i)).x) * gaussian(i, s, 0); | ||
gn += gaussian(i, s, 0) * 2; | ||
} | ||
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return g / gn; | ||
} | ||
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float getLum(vec4 rgb) { | ||
return (rgb.r + rgb.r + rgb.g + rgb.g + rgb.g + rgb.b) / 6.0; | ||
} | ||
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vec4 hook() { //Save lum on OUTPUT | ||
vec4 rgb = HOOKED_tex(HOOKED_pos); | ||
rgb.rgb = sat(rgb.rgb); | ||
//rgb.rgb = rgb.rgb / 255.0; | ||
//rgb.rgb = rgb.rgb * 255.0; | ||
return rgb; //vec4(255.0); //vec4(lum); | ||
} |
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#1