From 4d9b8bb8e5697dadd56ed744c038734b4cf160a6 Mon Sep 17 00:00:00 2001 From: hunterk Date: Tue, 9 May 2017 15:47:08 -0500 Subject: [PATCH] add deband shader from mpv --- misc/deband.slang | 134 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 134 insertions(+) create mode 100644 misc/deband.slang diff --git a/misc/deband.slang b/misc/deband.slang new file mode 100644 index 0000000..53bce2b --- /dev/null +++ b/misc/deband.slang @@ -0,0 +1,134 @@ +#version 450 + +/* + * Deband shader by haasn + * https://github.com/mpv-player/mpv/blob/master/video/out/opengl/video_shaders.c + * + * This file is part of mpv. + * + * mpv is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * mpv 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 General Public License for more details. + * + * You should have received a copy of the GNU General Public License along + * with mpv. If not, see . + * + * You can alternatively redistribute this file and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * Modified and optimized for RetroArch by hunterk +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float iterations; + float threshold; + float range; + float grain; +} params; + +#pragma parameter iterations "Deband Iterations" 2.0 1.0 10.0 1.0 +#pragma parameter threshold "Deband Threshold" 1.0 1.0 16.0 0.5 +#pragma parameter range "Deband Range" 1.5 0.0 10.0 0.5 +#pragma parameter grain "Deband Grain" 0.0 0.0 2.0 0.1 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + + +// Wide usage friendly PRNG, shamelessly stolen from a GLSL tricks forum post. +// Obtain random numbers by calling rand(h), followed by h = permute(h) to +// update the state. Assumes the texture was hooked. +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 * 0.024390243); +} + +vec4 average(sampler2D tex, vec2 coord, float range, inout float h) +{ + float dist = rand(h) * range; h = permute(h); + float dir = rand(h) * 6.2831853; h = permute(h); + vec2 o = vec2(cos(dir), sin(dir)); + vec2 pt = dist * params.SourceSize.zw; + + vec4 ref[4]; + ref[0] = texture(tex, coord + pt * vec2( o.x, o.y)); + ref[1] = texture(tex, coord + pt * vec2(-o.y, o.x)); + ref[2] = texture(tex, coord + pt * vec2(-o.x,-o.y)); + ref[3] = texture(tex, coord + pt * vec2( o.y,-o.x)); + + return (ref[0] + ref[1] + ref[2] + ref[3]) * 0.25; +} + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + // Initialize the PRNG by hashing the position + a random uniform + vec3 m = vec3(vTexCoord, rand(sin(vTexCoord.x / vTexCoord.y) * mod(params.FrameCount, 79) + 22.759)) + vec3(1.0); + float h = permute(permute(permute(m.x) + m.y) + m.z); + + vec4 avg; + vec4 diff; + + // Sample the source pixel + vec4 color = texture(Source, vTexCoord).rgba; + + for (int i = 1; i <= int(params.iterations); i++) + { + // Sample the average pixel and use it instead of the original if + // the difference is below the given threshold + avg = average(Source, vTexCoord, i * params.range, h); + diff = abs(color - avg); + color = mix(avg, color, greaterThan(diff, vec4(params.threshold / (i * 10.0)))); + } + if (params.grain > 0.0) + { + // Add some random noise to smooth out residual differences + vec3 noise; + noise.x = rand(h); h = permute(h); + noise.y = rand(h); h = permute(h); + noise.z = rand(h); h = permute(h); + color.rgb += params.grain * (noise - vec3(0.5)); + } + + FragColor = vec4(color); +} \ No newline at end of file