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add Anime4K super resolution support
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Predidit committed Jan 16, 2025
1 parent 1b3dda3 commit fe3d9a6
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36 changes: 36 additions & 0 deletions assets/shaders/Anime4K_AutoDownscalePre_x2.glsl
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// 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>

//!DESC Anime4K-v4.0-AutoDownscalePre-x2
//!HOOK MAIN
//!BIND HOOKED
//!BIND NATIVE
//!WHEN OUTPUT.w NATIVE.w / 2.0 < OUTPUT.h NATIVE.h / 2.0 < * OUTPUT.w NATIVE.w / 1.2 > OUTPUT.h NATIVE.h / 1.2 > * *
//!WIDTH OUTPUT.w
//!HEIGHT OUTPUT.h

vec4 hook() {
return HOOKED_tex(HOOKED_pos);
}
36 changes: 36 additions & 0 deletions assets/shaders/Anime4K_AutoDownscalePre_x4.glsl
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// 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>

//!DESC Anime4K-v3.2-AutoDownscalePre-x4
//!HOOK MAIN
//!BIND HOOKED
//!BIND NATIVE
//!WHEN OUTPUT.w NATIVE.w / 4.0 < OUTPUT.h NATIVE.h / 4.0 < * OUTPUT.w NATIVE.w / 2.4 > OUTPUT.h NATIVE.h / 2.4 > * *
//!WIDTH OUTPUT.w 2 /
//!HEIGHT OUTPUT.h 2 /

vec4 hook() {
return HOOKED_tex(HOOKED_pos);
}
90 changes: 90 additions & 0 deletions assets/shaders/Anime4K_Clamp_Highlights.glsl
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// 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-v4.0-De-Ring-Compute-Statistics
//!HOOK MAIN
//!BIND HOOKED
//!SAVE STATSMAX
//!COMPONENTS 1

#define KERNELSIZE 5 //Kernel size, must be an positive odd integer.
#define KERNELHALFSIZE 2 //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2).

float get_luma(vec4 rgba) {
return dot(vec4(0.299, 0.587, 0.114, 0.0), rgba);
}

vec4 hook() {

float gmax = 0.0;

for (int i=0; i<KERNELSIZE; i++) {
float g = get_luma(MAIN_texOff(vec2(i - KERNELHALFSIZE, 0)));

gmax = max(g, gmax);
}

return vec4(gmax, 0.0, 0.0, 0.0);
}

//!DESC Anime4K-v4.0-De-Ring-Compute-Statistics
//!HOOK MAIN
//!BIND HOOKED
//!BIND STATSMAX
//!SAVE STATSMAX
//!COMPONENTS 1

#define KERNELSIZE 5 //Kernel size, must be an positive odd integer.
#define KERNELHALFSIZE 2 //Half of the kernel size without remainder. Must be equal to trunc(KERNELSIZE/2).

vec4 hook() {

float gmax = 0.0;

for (int i=0; i<KERNELSIZE; i++) {
float g = STATSMAX_texOff(vec2(0, i - KERNELHALFSIZE)).x;

gmax = max(g, gmax);
}

return vec4(gmax, 0.0, 0.0, 0.0);
}

//!DESC Anime4K-v4.0-De-Ring-Clamp
//!HOOK PREKERNEL
//!BIND HOOKED
//!BIND STATSMAX

float get_luma(vec4 rgba) {
return dot(vec4(0.299, 0.587, 0.114, 0.0), rgba);
}

vec4 hook() {

float current_luma = get_luma(HOOKED_tex(HOOKED_pos));
float new_luma = min(current_luma, STATSMAX_tex(HOOKED_pos).x);

//This trick is only possible if the inverse Y->RGB matrix has 1 for every row... (which is the case for BT.709)
//Otherwise we would need to convert RGB to YUV, modify Y then convert back to RGB.
return HOOKED_tex(HOOKED_pos) - (current_luma - new_luma);
}
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