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Optimal sharpening strength (according to objective metrics) - 0.5. Can be applied only to luma channel (change OUTPUT to LUMA). To use it on-demand add the following line to input.conf: n change-list glsl-shaders toggle "~~/adaptive-sharpen.glsl"
// Copyright (c) 2015-2021, bacondither
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// 1. Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer
// in this position and unchanged.
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Adaptive sharpen - version 2021-10-17
// Tuned for use post-resize
//!HOOK OUTPUT
//!BIND HOOKED
//!DESC adaptive-sharpen
//--------------------------------------- Settings ------------------------------------------------
#define curve_height 1.0 // Main control of sharpening strength [>0]
// 0.3 <-> 2.0 is a reasonable range of values
#define overshoot_ctrl false // Allow for higher overshoot if the current edge pixel
// is surrounded by similar edge pixels
// Defined values under this row are "optimal" DO NOT CHANGE IF YOU DO NOT KNOW WHAT YOU ARE DOING!
#define curveslope 0.5 // Sharpening curve slope, high edge values
#define L_compr_low 0.167 // Light compression, default (0.167=~6x)
#define L_compr_high 0.334 // Light compression, surrounded by edges (0.334=~3x)
#define D_compr_low 0.250 // Dark compression, default (0.250=4x)
#define D_compr_high 0.500 // Dark compression, surrounded by edges (0.500=2x)
#define scale_lim 0.1 // Abs max change before compression [>0.01]
#define scale_cs 0.056 // Compression slope above scale_lim
#define pm_p 1.0 // Power mean p-value [>0-1.0]
//-------------------------------------------------------------------------------------------------
#define max4(a,b,c,d) ( max(max(a, b), max(c, d)) )
// Soft if, fast linear approx
#define soft_if(a,b,c) ( sat((a + b + c + 0.056/2.5)/(maxedge + 0.03/2.5) - 0.85) )
// Soft limit, modified tanh approx
#define soft_lim(v,s) ( sat(abs(v/s)*(27.0 + pow(v/s, 2.0))/(27.0 + 9.0*pow(v/s, 2.0)))*s )
// Weighted power mean
#define wpmean(a,b,w) ( pow(w*pow(abs(a), pm_p) + abs(1.0-w)*pow(abs(b), pm_p), (1.0/pm_p)) )
// Get destination pixel values
#define get(x,y) ( HOOKED_texOff(vec2(x, y)).rgb )
#define sat(x) ( clamp(x, 0.0, 1.0) )
#define dxdy(val) ( length(fwidth(val)) ) // =~1/2.5 hq edge without c_comp
#ifdef LUMA_tex
#define CtL(RGB) RGB.x
#else
#define CtL(RGB) ( sqrt(dot(sat(RGB)*sat(RGB), vec3(0.2126, 0.7152, 0.0722))) )
#endif
#define b_diff(pix) ( (blur-luma[pix])*(blur-luma[pix]) )
vec4 hook() {
// [ c22 ]
// [ c24, c9, c23 ]
// [ c21, c1, c2, c3, c18 ]
// [ c19, c10, c4, c0, c5, c11, c16 ]
// [ c20, c6, c7, c8, c17 ]
// [ c15, c12, c14 ]
// [ c13 ]
vec3 c[25] = vec3[](get( 0, 0), get(-1,-1), get( 0,-1), get( 1,-1), get(-1, 0),
get( 1, 0), get(-1, 1), get( 0, 1), get( 1, 1), get( 0,-2),
get(-2, 0), get( 2, 0), get( 0, 2), get( 0, 3), get( 1, 2),
get(-1, 2), get( 3, 0), get( 2, 1), get( 2,-1), get(-3, 0),
get(-2, 1), get(-2,-1), get( 0,-3), get( 1,-2), get(-1,-2));
float e[13] = float[](dxdy(c[0]), dxdy(c[1]), dxdy(c[2]), dxdy(c[3]), dxdy(c[4]),
dxdy(c[5]), dxdy(c[6]), dxdy(c[7]), dxdy(c[8]), dxdy(c[9]),
dxdy(c[10]), dxdy(c[11]), dxdy(c[12]));
// RGB to luma
float luma[25] = float[](CtL(c[0]), CtL(c[1]), CtL(c[2]), CtL(c[3]), CtL(c[4]), CtL(c[5]), CtL(c[6]),
CtL(c[7]), CtL(c[8]), CtL(c[9]), CtL(c[10]), CtL(c[11]), CtL(c[12]),
CtL(c[13]), CtL(c[14]), CtL(c[15]), CtL(c[16]), CtL(c[17]), CtL(c[18]),
CtL(c[19]), CtL(c[20]), CtL(c[21]), CtL(c[22]), CtL(c[23]), CtL(c[24]));
float c0_Y = luma[0];
// Blur, gauss 3x3
float blur = (2.0 * (luma[2]+luma[4]+luma[5]+luma[7]) + (luma[1]+luma[3]+luma[6]+luma[8]) + 4.0 * luma[0]) / 16.0;
// Contrast compression, center = 0.5
float c_comp = sat(0.266666681f + 0.9*exp2(blur * blur * -7.4));
// Edge detection
// Relative matrix weights
// [ 1 ]
// [ 4, 5, 4 ]
// [ 1, 5, 6, 5, 1 ]
// [ 4, 5, 4 ]
// [ 1 ]
float edge = ( 1.38*b_diff(0)
+ 1.15*(b_diff(2) + b_diff(4) + b_diff(5) + b_diff(7))
+ 0.92*(b_diff(1) + b_diff(3) + b_diff(6) + b_diff(8))
+ 0.23*(b_diff(9) + b_diff(10) + b_diff(11) + b_diff(12)) ) * c_comp;
vec2 cs = vec2(L_compr_low, D_compr_low);
if (overshoot_ctrl) {
float maxedge = max4( max4(e[1],e[2],e[3],e[4]), max4(e[5],e[6],e[7],e[8]),
max4(e[9],e[10],e[11],e[12]), e[0] );
// [ x ]
// [ z, x, w ]
// [ z, z, x, w, w ]
// [ y, y, y, 0, y, y, y ]
// [ w, w, x, z, z ]
// [ w, x, z ]
// [ x ]
float sbe = soft_if(e[2],e[9], dxdy(c[22]))*soft_if(e[7],e[12],dxdy(c[13])) // x dir
+ soft_if(e[4],e[10],dxdy(c[19]))*soft_if(e[5],e[11],dxdy(c[16])) // y dir
+ soft_if(e[1],dxdy(c[24]),dxdy(c[21]))*soft_if(e[8],dxdy(c[14]),dxdy(c[17])) // z dir
+ soft_if(e[3],dxdy(c[23]),dxdy(c[18]))*soft_if(e[6],dxdy(c[20]),dxdy(c[15])); // w dir
cs = mix(cs, vec2(L_compr_high, D_compr_high), sat(2.4002*sbe - 2.282));
}
// Precalculated default squared kernel weights
const vec3 w1 = vec3(0.5, 1.0, 1.41421356237); // 0.25, 1.0, 2.0
const vec3 w2 = vec3(0.86602540378, 1.0, 0.54772255751); // 0.75, 1.0, 0.3
// Transition to a concave kernel if the center edge val is above thr
vec3 dW = pow(mix( w1, w2, sat(2.4*edge - 0.82)), vec3(2.0));
// Use lower weights for pixels in a more active area relative to center pixel area
// This results in narrower and less visible overshoots around sharp edges
float modif_e0 = 3.0 * e[0] + 0.02/2.5;
float weights[12] = float[](( min(modif_e0/e[1], dW.y) ),
( dW.x ),
( min(modif_e0/e[3], dW.y) ),
( dW.x ),
( dW.x ),
( min(modif_e0/e[6], dW.y) ),
( dW.x ),
( min(modif_e0/e[8], dW.y) ),
( min(modif_e0/e[9], dW.z) ),
( min(modif_e0/e[10], dW.z) ),
( min(modif_e0/e[11], dW.z) ),
( min(modif_e0/e[12], dW.z) ));
weights[0] = (max(max((weights[8] + weights[9])/4.0, weights[0]), 0.25) + weights[0])/2.0;
weights[2] = (max(max((weights[8] + weights[10])/4.0, weights[2]), 0.25) + weights[2])/2.0;
weights[5] = (max(max((weights[9] + weights[11])/4.0, weights[5]), 0.25) + weights[5])/2.0;
weights[7] = (max(max((weights[10] + weights[11])/4.0, weights[7]), 0.25) + weights[7])/2.0;
// Calculate the negative part of the laplace kernel and the low threshold weight
float lowthrsum = 0.0;
float weightsum = 0.0;
float neg_laplace = 0.0;
for (int pix = 0; pix < 12; ++pix)
{
float lowthr = sat((20.*4.5*c_comp*e[pix + 1] - 0.221));
neg_laplace += luma[pix+1] * luma[pix+1] * weights[pix] * lowthr;
weightsum += weights[pix] * lowthr;
lowthrsum += lowthr / 12.0;
}
neg_laplace = sqrt(neg_laplace / weightsum);
// Compute sharpening magnitude function
float sharpen_val = curve_height/(curve_height*curveslope*edge + 0.625);
// Calculate sharpening diff and scale
float sharpdiff = (c0_Y - neg_laplace)*(lowthrsum*sharpen_val + 0.01);
// Calculate local near min & max, partial sort
float temp;
for (int i1 = 0; i1 < 24; i1 += 2)
{
temp = luma[i1];
luma[i1] = min(luma[i1], luma[i1+1]);
luma[i1+1] = max(temp, luma[i1+1]);
}
for (int i2 = 24; i2 > 0; i2 -= 2)
{
temp = luma[0];
luma[0] = min(luma[0], luma[i2]);
luma[i2] = max(temp, luma[i2]);
temp = luma[24];
luma[24] = max(luma[24], luma[i2-1]);
luma[i2-1] = min(temp, luma[i2-1]);
}
float min_dist = min(abs(luma[24] - c0_Y), abs(c0_Y - luma[0]));
min_dist = min(min_dist, scale_lim*(1.0 - scale_cs) + min_dist*scale_cs);
// Soft limited anti-ringing with tanh, wpmean to control compression slope
sharpdiff = wpmean(max(sharpdiff, 0.0), soft_lim( max(sharpdiff, 0.0), min_dist ), cs.x )
- wpmean(min(sharpdiff, 0.0), soft_lim( min(sharpdiff, 0.0), min_dist ), cs.y );
float sharpdiff_lim = sat(c0_Y + sharpdiff) - c0_Y;
/*float satmul = (c0_Y + max(sharpdiff_lim*0.9, sharpdiff_lim)*0.3 + 0.03)/(c0_Y + 0.03);
vec3 res = c0_Y + sharpdiff_lim + (c[0] - c0_Y)*satmul;
*/
return vec4(sharpdiff_lim + c[0], HOOKED_texOff(0).a);
}
@yeezylife
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yeezylife commented Jun 13, 2022

Sorry I misunderstood.
Now I added //!WHEN OUTPUT.w OUTPUT.h * LUMA.w LUMA.h * / 1.0 <
and it behaves just like SSIMD, which kicks in when downscaling is needed (after FSRCNNX). And won't kick in if a video only needs upscale.Works well with gpu-next.Perfection!

@igv
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igv commented Jun 14, 2022

@yeezylife does //!WHEN SUBCONV1.h 0 > work with gpu-next? (I can't test currently)

@yeezylife
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yeezylife commented Jun 14, 2022

//!HOOK LUMA
//!WHEN SUBCONV1.h 0 >
//!BIND HOOKED
...

222
Doesn't seem to work.

@CrHasher
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CrHasher commented Jun 14, 2022

What does your latest change do, defaults to LUMA if LUMA_tex is defined guess its defined by mpv right? And why does it not work with gpu-next?

I used previous version with gpu-next or at least I was not seeing errors

@igv
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igv commented Jun 14, 2022

What does your latest change do, defaults to LUMA if LUMA_tex is defined

LUMA_tex is defined by mpv only if you hook LUMA

And why does it not work with gpu-next?

//!BIND SUBCONV1 does not work with gpu-next

@CrHasher
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CrHasher commented Jun 14, 2022

What does your latest change do, defaults to LUMA if LUMA_tex is defined

LUMA_tex is defined by mpv only if you hook LUMA

But you have to change the shader right with //!HOOK LUMA ?

And why does it not work with gpu-next?

//!BIND SUBCONV1 does not work with gpu-next

Understood

@CrHasher
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CrHasher commented Jun 14, 2022

I unsubscribed this gist because I thought I don't need adaptive-sharpen anymore...I was using FSRCNNX+SSimDownscaler (dscale=spline36 and correct-downscaling). Anyway after I read about CrHasher's tests and igv's coments now,I was thinking maybe there's way to make Adaptivesharpen only works when downscaling.

All my tests are only for upscaling not downscaling. No idea how to test downscale... You need a reference image and what would that be in case of a downscale? All I can think of is upscale reference with a quality algo and then use downscale see if you can get close to reference, very unlikely.

And I recommend using no sharpening when downscaling directly with no upscale beforehand example going from 4k to 1080p, or use SSimD in that case.
Whenever FSRCNNX kicks in use a little sharpening aka. AS

@igv
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igv commented Jun 14, 2022

But you have to change the shader right with //!HOOK LUMA ?

yes, see

@igv
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igv commented Jun 17, 2022

Whenever FSRCNNX kicks in use a little sharpening aka. AS

SSSR is probably better than AS when upscaling.

@CrHasher
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CrHasher commented Jun 17, 2022

Whenever FSRCNNX kicks in use a little sharpening aka. AS

SSSR is probably better than AS when upscaling.

What do you mean, what type of upscaling?

@igv
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igv commented Jun 17, 2022

Like 480p -> 1440p
FSRCNNX+SSSR > FSRCNNX+AS

@CrHasher
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CrHasher commented Jun 17, 2022

Like 480p -> 1440p FSRCNNX+SSSR > FSRCNNX+AS

Definitely

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