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add deband shader from mpv
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134
misc/deband.slang
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134
misc/deband.slang
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#version 450
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/*
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* Deband shader by haasn
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* https://github.com/mpv-player/mpv/blob/master/video/out/opengl/video_shaders.c
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*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with mpv. If not, see <http://www.gnu.org/licenses/>.
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*
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* You can alternatively redistribute this file and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* Modified and optimized for RetroArch by hunterk
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float iterations;
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float threshold;
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float range;
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float grain;
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} params;
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#pragma parameter iterations "Deband Iterations" 2.0 1.0 10.0 1.0
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#pragma parameter threshold "Deband Threshold" 1.0 1.0 16.0 0.5
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#pragma parameter range "Deband Range" 1.5 0.0 10.0 0.5
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#pragma parameter grain "Deband Grain" 0.0 0.0 2.0 0.1
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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// Wide usage friendly PRNG, shamelessly stolen from a GLSL tricks forum post.
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// Obtain random numbers by calling rand(h), followed by h = permute(h) to
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// update the state. Assumes the texture was hooked.
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float mod289(float x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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float permute(float x)
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{
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return mod289((34.0 * x + 1.0) * x);
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}
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float rand(float x)
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{
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return fract(x * 0.024390243);
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}
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vec4 average(sampler2D tex, vec2 coord, float range, inout float h)
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{
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float dist = rand(h) * range; h = permute(h);
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float dir = rand(h) * 6.2831853; h = permute(h);
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vec2 o = vec2(cos(dir), sin(dir));
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vec2 pt = dist * params.SourceSize.zw;
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vec4 ref[4];
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ref[0] = texture(tex, coord + pt * vec2( o.x, o.y));
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ref[1] = texture(tex, coord + pt * vec2(-o.y, o.x));
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ref[2] = texture(tex, coord + pt * vec2(-o.x,-o.y));
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ref[3] = texture(tex, coord + pt * vec2( o.y,-o.x));
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return (ref[0] + ref[1] + ref[2] + ref[3]) * 0.25;
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}
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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// Initialize the PRNG by hashing the position + a random uniform
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vec3 m = vec3(vTexCoord, rand(sin(vTexCoord.x / vTexCoord.y) * mod(params.FrameCount, 79) + 22.759)) + vec3(1.0);
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float h = permute(permute(permute(m.x) + m.y) + m.z);
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vec4 avg;
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vec4 diff;
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// Sample the source pixel
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vec4 color = texture(Source, vTexCoord).rgba;
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for (int i = 1; i <= int(params.iterations); i++)
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{
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// Sample the average pixel and use it instead of the original if
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// the difference is below the given threshold
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avg = average(Source, vTexCoord, i * params.range, h);
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diff = abs(color - avg);
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color = mix(avg, color, greaterThan(diff, vec4(params.threshold / (i * 10.0))));
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}
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if (params.grain > 0.0)
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{
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// Add some random noise to smooth out residual differences
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vec3 noise;
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noise.x = rand(h); h = permute(h);
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noise.y = rand(h); h = permute(h);
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noise.z = rand(h); h = permute(h);
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color.rgb += params.grain * (noise - vec3(0.5));
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}
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FragColor = vec4(color);
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}
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