Add Clarity boost mode

This commit is contained in:
redphx
2025-05-14 17:21:50 +07:00
parent e502e49d64
commit 3290a36886
12 changed files with 103 additions and 38 deletions

View File

@@ -5,7 +5,7 @@ uniform sampler2D data;
uniform vec2 iResolution;
const int FILTER_UNSHARP_MASKING = 1;
// const int FILTER_CAS = 2;
const int FILTER_CAS = 2;
// constrast = 0.8
const float CAS_CONTRAST_PEAK = 0.8 * -3.0 + 8.0;
@@ -14,6 +14,7 @@ const float CAS_CONTRAST_PEAK = 0.8 * -3.0 + 8.0;
const vec3 LUMINOSITY_FACTOR = vec3(0.299, 0.587, 0.114);
uniform int filterId;
uniform bool qualityMode;
uniform float sharpenFactor;
uniform float brightness;
uniform float contrast;
@@ -28,16 +29,22 @@ vec3 clarityBoost(sampler2D tex, vec2 coord, vec3 e) {
// a b c
// d e f
// g h i
vec3 a = texture(tex, coord + texelSize * vec2(-1, 1)).rgb;
vec3 b = texture(tex, coord + texelSize * vec2(0, 1)).rgb;
vec3 c = texture(tex, coord + texelSize * vec2(1, 1)).rgb;
vec3 d = texture(tex, coord + texelSize * vec2(-1, 0)).rgb;
vec3 f = texture(tex, coord + texelSize * vec2(1, 0)).rgb;
vec3 g = texture(tex, coord + texelSize * vec2(-1, -1)).rgb;
vec3 h = texture(tex, coord + texelSize * vec2(0, -1)).rgb;
vec3 i = texture(tex, coord + texelSize * vec2(1, -1)).rgb;
vec3 a;
vec3 c;
vec3 g;
vec3 i;
if (filterId == FILTER_UNSHARP_MASKING || qualityMode) {
a = texture(tex, coord + texelSize * vec2(-1, 1)).rgb;
c = texture(tex, coord + texelSize * vec2(1, 1)).rgb;
g = texture(tex, coord + texelSize * vec2(-1, -1)).rgb;
i = texture(tex, coord + texelSize * vec2(1, -1)).rgb;
}
// USM
if (filterId == FILTER_UNSHARP_MASKING) {
@@ -55,10 +62,12 @@ vec3 clarityBoost(sampler2D tex, vec2 coord, vec3 e) {
// g h i h
// These are 2.0x bigger (factored out the extra multiply).
vec3 minRgb = min(min(min(d, e), min(f, b)), h);
minRgb += min(min(a, c), min(g, i));
vec3 maxRgb = max(max(max(d, e), max(f, b)), h);
maxRgb += max(max(a, c), max(g, i));
if (qualityMode) {
minRgb += min(min(a, c), min(g, i));
maxRgb += max(max(a, c), max(g, i));
}
// Smooth minimum distance to signal limit divided by smooth max.
vec3 reciprocalMaxRgb = 1.0 / maxRgb;
@@ -85,10 +94,12 @@ void main() {
vec3 color = texture(data, uv).rgb;
// Clarity boost
color = sharpenFactor > 0.0 ? clarityBoost(data, uv, color) : color;
if (sharpenFactor > 0.0) {
color = clarityBoost(data, uv, color);
}
// Saturation
color = saturation != 1.0 ? mix(vec3(dot(color, LUMINOSITY_FACTOR)), color, saturation) : color;
color = mix(vec3(dot(color, LUMINOSITY_FACTOR)), color, saturation);
// Contrast
color = contrast * (color - 0.5) + 0.5;

View File

@@ -3,7 +3,7 @@ import { compressCodeFile } from "@macros/build" with { type: "macro" };
import { StreamPref } from "@/enums/pref-keys";
import { getStreamPref } from "@/utils/pref-utils";
import { BaseCanvasPlayer } from "../base-canvas-player";
import { StreamPlayerType } from "@/enums/pref-values";
import { StreamPlayerType, StreamVideoProcessingMode } from "@/enums/pref-values";
export class WebGL2Player extends BaseCanvasPlayer {
@@ -25,7 +25,8 @@ export class WebGL2Player extends BaseCanvasPlayer {
gl.uniform2f(gl.getUniformLocation(program, 'iResolution'), this.$canvas.width, this.$canvas.height);
gl.uniform1i(gl.getUniformLocation(program, 'filterId'), filterId);
gl.uniform1f(gl.getUniformLocation(program, 'sharpenFactor'), this.options.sharpness);
gl.uniform1i(gl.getUniformLocation(program, 'qualityMode'), this.options.processingMode === StreamVideoProcessingMode.QUALITY ? 1 : 0);
gl.uniform1f(gl.getUniformLocation(program, 'sharpenFactor'), this.options.sharpness / (this.options.processingMode === StreamVideoProcessingMode.QUALITY ? 1 : 1.2));
gl.uniform1f(gl.getUniformLocation(program, 'brightness'), this.options.brightness / 100);
gl.uniform1f(gl.getUniformLocation(program, 'contrast'), this.options.contrast / 100);
gl.uniform1f(gl.getUniformLocation(program, 'saturation'), this.options.saturation / 100);