mpv/shaders/Anime4K_Denoise_Bilateral_Mode.glsl

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2023-08-10 00:18:43 -07:00
// 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-Denoise-Bilateral-Mode-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-v3.1-Denoise-Bilateral-Mode-Apply
//!HOOK MAIN
//!BIND HOOKED
//!BIND LINELUMA
#define INTENSITY_SIGMA 0.1 //Intensity window size, higher is stronger denoise, must be a positive real number
#define SPATIAL_SIGMA 1.0 //Spatial window size, higher is stronger denoise, must be a positive real number.
#define HISTOGRAM_REGULARIZATION 0.2 //Histogram regularization window size, higher values approximate a bilateral "closest-to-mean" filter.
#define INTENSITY_POWER_CURVE 1.0 //Intensity window power curve. Setting it to 0 will make the intensity window treat all intensities equally, while increasing it will make the window narrower in darker intensities and wider in brighter intensities.
#define KERNELSIZE int(max(int(SPATIAL_SIGMA), 1) * 2 + 1) //Kernel size, must be an positive odd integer.
#define KERNELHALFSIZE (int(KERNELSIZE/2)) //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2).
#define KERNELLEN (KERNELSIZE * KERNELSIZE) //Total area of kernel. Must be equal to KERNELSIZE * KERNELSIZE.
#define GETOFFSET(i) vec2((i % KERNELSIZE) - KERNELHALFSIZE, (i / KERNELSIZE) - KERNELHALFSIZE)
float gaussian(float x, float s, float m) {
float scaled = (x - m) / s;
return exp(-0.5 * scaled * scaled);
}
vec4 getMode(vec4 v[KERNELLEN], float w[KERNELLEN]) {
vec4 maxv = vec4(0);
float maxw = 0.0;
for (int i=0; i<KERNELLEN; i++) {
if (w[i] >= maxw) {
maxw = w[i];
maxv = v[i];
}
}
return maxv;
}
vec4 hook() {
vec4 histogram_v[KERNELLEN];
float histogram_l[KERNELLEN];
float histogram_w[KERNELLEN];
float histogram_wn[KERNELLEN];
float vc = LINELUMA_tex(HOOKED_pos).x;
float is = pow(vc + 0.0001, INTENSITY_POWER_CURVE) * INTENSITY_SIGMA;
float ss = SPATIAL_SIGMA;
for (int i=0; i<KERNELLEN; i++) {
vec2 ipos = GETOFFSET(i);
histogram_v[i] = HOOKED_texOff(ipos);
histogram_l[i] = LINELUMA_texOff(ipos).x;
histogram_w[i] = gaussian(histogram_l[i], is, vc) * gaussian(length(ipos), ss, 0.0);
histogram_wn[i] = 0.0;
}
for (int i=0; i<KERNELLEN; i++) {
histogram_wn[i] += gaussian(0.0, HISTOGRAM_REGULARIZATION, 0.0) * histogram_w[i];
for (int j=(i+1); j<KERNELLEN; j++) {
float d = gaussian(histogram_l[j], HISTOGRAM_REGULARIZATION, histogram_l[i]);
histogram_wn[j] += d * histogram_w[i];
histogram_wn[i] += d * histogram_w[j];
}
}
return getMode(histogram_v, histogram_wn);
}