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sucht
28th January 2015, 20:56
hi, is it possible to take an Avisynth script like FastLineDarken/FastLineDarkenMod and make a Pixel Shader out of it?

I want to post-process my anime DVD's in realtime without ffdshow/avisynth, because ffdshow and avisynth are crashing a lot.

We can use Video pixel shaders in somthing like MPC-HC, so i thought i ask here in this thread.... sorry if it was the wrong thing to do.



ciao
thomas

JanWillem32
28th January 2015, 21:14
There are some effects that are hard to implement in purely a pixel shader. For example the rotation shader mentioned earlier in the thread can't change the output vertices to produce a 1080×1920 image from a 1920×1080 image. These filters require renderer support (which can also be arranged, by the way). Effects that don't change the size of the output image nor require special intermediate steps in between pixel shaders (such as resizers and 3D shadow effects) can be implemented as simple pixel shaders.

sucht
29th January 2015, 00:08
Ok, so basically i'm better off using ffdshow and Avisynth for this Specific Stuff, because it sounds like alot of work and time is needed to make something like this, or better yet write a shader that does something similar.


Sorry for my English, and Thank you for your Time.



ciao
thomas

JanWillem32
29th January 2015, 00:40
I think you misunderstood. All effects can be achieved by pixel shaders and in some cases custom renderer steps for when you need control over textures, texture size, orientation and such. For the example of FastLineDarken/FastLineDarkenMod; these are mere sharpeners. I've written plenty of those already. I personally don't like sharpening very much (I dislike visual artifacts of any kind that deviate from good studio quality masters), but they are reasonably easy to write.

Shiandow
29th January 2015, 00:56
Ok, so basically i'm better off using ffdshow and Avisynth for this Specific Stuff, because it sounds like alot of work and time is needed to make something like this, or better yet write a shader that does something similar.

Sorry for my English, and Thank you for your Time.

ciao
thomas

I had a quick look, it doesn't seem too difficult to make something like FastLineDarken, although it would be quite a bit easier if you set it's "thinning" argument to 0. But I do agree that it would be a lot easier to make a shader that does something similar. If you just want to darken some lines you could take some simple sharpening shader like LumaSharpen and make a small change such that it only applies sharpening when the result is darker.

sucht
29th January 2015, 01:22
I did misunderstood you then, and i'm sorry.

I also don't like them much... but they(FastLineDarken/FastLineDarkenMod) helped some of my older Anime DVD's to look better when played with mpc-hc/madVR on my 50" 1080p TV.

I'm learning to write shaders(mostly for emulators), and that was more or less the reason of asking.

Nevertheless, i will use ffdshow and Avisynth and will try your Shaders, maybe i find something that i like, and can move on/away from ffdshow and avisynth.


and again Thank you for your Time.



ciao
thomas

XRyche
1st February 2015, 02:14
JanWillem32, your "(JW) H&V sharpen complex, deband, denoise SD-HD 16 bit FP for XLRCAM and LMS" that you created a while always have to be used with the "initial colour mixing stage" disabled. Is there any way to modify them to work without disabling colour mixing?

JanWillem32
1st February 2015, 02:56
No, there isn't. Though I would like a more extended shader control panel with a lot more shader stages as options, e.g.: 4:2:0-, 4:2:2 and 4:4:4-Y'CbCr stages, and a post-subtitle-OSD-stats-stage. Even with those, I would certainly allow users to disable the default initial passes to be able to use custom versions.

XRyche
1st February 2015, 03:37
No, there isn't. Though I would like a more extended shader control panel with a lot more shader stages as options, e.g.: 4:2:0-, 4:2:2 and 4:4:4-Y'CbCr stages, and a post-subtitle-OSD-stats-stage. Even with those, I would certainly allow users to disable the default initial passes to be able to use custom versions.

I didn't think so. Just wanted to check. I sometimes forget to disable colour mixing before I use those shaders and it makes me scratch my head for a moment :) .

burfadel
12th May 2015, 11:45
JanWillem32, I have a question relating to the 'semi-random grayscale noise' shader, part of the video pixel shader pack. I'm using the latest MPDN from Doom9 (http://forum.doom9.org/showthread.php?t=171120), set up for quality. There is an option in the settings to use shaders through the image processor. The shaders on options are available through the extensions pack, which you extract. The files then end up being in Extensions\RenderScripts\ImageProcessingShaders

Anyways, if I put your shader file in the MP-HC shader folder and enable it in MPDN, it doesn't work. If I alter the noise setting it still does nothing, unless I set a very extreme setting like 40/64 and the screen is white. Anything up to when it goes white, the picture is unchanged. This filter is of course, set last in the chain.

I was wondering whether you could take a look at this, as the shader is very good at perceptually increasing the picture quality. The added grain is very nice when set at a low, but visible strength being very small grains and only on the luma channel.

JanWillem32
12th May 2015, 14:35
That shader uses the time and frame counters. Try the "flash every frame" and "flash every second" from the development folder. If these don't work, the renderer isn't passing them and you should request the MPDN team for implementing these features.

Shiandow
12th May 2015, 15:09
They are implemented (sort of) although they might need some work. The problem seems to be that the value of c0.w is simply too large, at the moment it's the amount of time elapsed since 00:00, 01/01/0001, in tenths of microseconds.

What kind of values do your shaders expect?

JanWillem32
12th May 2015, 18:34
-c0.x shader stage width in pixels
-c0.y shader stage height in pixels
-c0.z source video frame count from start of playback
-c0.w source video time stamp in seconds from start of playback
-c1.x reciprocal of the shader stage width in pixels
-c1.y reciprocal of the shader stage height in pixels
-c1.z (post-resize) left whole pixel offset from the video rectangle to the display device
-c1.w (post-resize) top whole pixel offset from the video rectangle to the display device
-c2.x (post-resize) left normalized [0, 1] position of the borders of the video rectangle relative to the rendering stage window rectangle
-c2.y (post-resize) top normalized [0, 1] position of the borders of the video rectangle relative to the rendering stage window rectangle
-c2.z (post-resize) right normalized [0, 1] position of the borders of the video rectangle relative to the rendering stage window rectangle
-c2.w (post-resize) bottom normalized [0, 1] position of the borders of the video rectangle relative to the rendering stage window rectangle

c0.zw are 0-based, so intro-effects can work. They are also reset once in a while to deal with 16- and 32-bit floating-point limitations when counting.

Shiandow
12th May 2015, 19:33
Ok, thanks, I'll add a quick fix for the clock parameters.

burfadel
12th May 2015, 20:12
Ok, thanks, I'll add a quick fix for the clock parameters.

I'll let you know if that has fixed the issue for me :). It's a great shader when the grain is very slight, it brings 'life' to the picture.

James Freeman
23rd May 2015, 06:46
Hi Jan.

Is there a trapezoid correction for projectors somewhere inside your filter package?

JanWillem32
25th May 2015, 17:28
There are two shaders (which I should update with newer interpolation methods some time):
"development\3LCD panel horizontal software alignment, Catmull-Rom spline6 interpolated.txt" and
"development\3LCD panel vertical software alignment, Catmull-Rom spline6 interpolated.txt".
If you need a simpler or different effect I can write a custom one.

James Freeman
27th May 2015, 15:15
Thank you.
I have found the 3lcd shader and tried to use it, but with no success.
I could not create a trapezoid shape.

Maybe someting simpler that allows to control the geometry by pixel number XY in each corner,
Like 3LCD but all colors togethes.

JanWillem32
29th May 2015, 14:27
That's easy:// (C) 2015 Jan-Willem Krans (janwillem32 <at> hotmail.com)
// This file is part of Video pixel shader pack.
// This program 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, version 2.
// This program 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 this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.

// projector panel horizontal software alignment, Catmull-Rom spline4 interpolated
// This shader should be run as a screen space pixel shader.
// This shader requires compiling with ps_2_0, but higher is better, see http://en.wikipedia.org/wiki/Pixel_shader to look up what PS version your video card supports.
// This shader is meant to work with linear RGB input and output. Regular R'G'B' with a video gamma encoding will have to be converted with the linear gamma shaders to work properly.
// This shader can only work when the display device receives input in its native display resolution, with over- and underscan disabled. This is to facilitate 1:1 pixel mapping.
// This shader can perform software alignment by Catmull-Rom spline4 interpolation for a projector's panels.

// fractions, either decimal or not, are allowed
// set the horizontal resolution
#define HorizontalResolution 1920.
// ShiftLeftToRight, a value of 3. will shift three pixels to the right, 0 is disabled
#define ShiftLeftToRight 64.
// ScaleHorizontal, the centered horizontal magnification factor, a value of HorizontalResolution-3. will scale the output to 3 pixels larger, a value of HorizontalResolution means disabled
#define ScaleHorizontal HorizontalResolution-128.
// Parallelogram, the centered horizontal offset factor on the bottom, a value of 3. will shift 0 pixels to the left on the top, and 3 pixels to the left on the bottom, 0 is disabled
#define Parallelogram 256.
// Keystone, the centered horizontal magnification factor on the bottom, a value of -3. will scale the output to 0 pixels larger on the top, and 3 pixels larger on the bottom, 0 is disabled
#define Keystone -192.

sampler s0;
#define sp(A, O) float4 A = tex2D(s0, float2(coord+O/HorizontalResolution, tex.y));

float4 main(float2 tex : TEXCOORD0) : COLOR
{
float coord = (tex.x-.5)*(ScaleHorizontal+tex.y*Keystone)+.5*HorizontalResolution-ShiftLeftToRight+tex.y*Parallelogram;// assign the output position, normalized to texture width in pixels
float t = frac(coord);// calculate the difference between the output pixel and the original surrounding two pixels
coord = (coord-t+.5)/HorizontalResolution;

sp(Q0, -1.) sp(Q1, 0.) sp(Q2, 1.) sp(Q3, 2.)// original pixels
// calculate weights
float4 w0123 = ((float4(-.5, 1.5, -1.5, .5)*t+float4(1., -2.5, 2., -.5))*t+float4(-.5, 0., .5, 0.))*t;
w0123.y += 1.;
return w0123.x*Q0+w0123.y*Q1+w0123.z*Q2+w0123.w*Q3;// interpolation output
}

James Freeman
29th May 2015, 16:40
Thank you.

Though, it does not work for me.
I can't create a trapezoid shape at all.

Maybe I should be more specific?
My goal is narrow the upper or lower part of the image to create a symmetric trapezoid.
http://etc.usf.edu/clipart/40600/40699/pb_trp_40699_lg.gif

The current shader also stretches the sides when changing shape, while the correct way is to make everything black outside the image.

JanWillem32
29th May 2015, 19:52
Same shader, but with added borders:// (C) 2015 Jan-Willem Krans (janwillem32 <at> hotmail.com)
// This file is part of Video pixel shader pack.
// This program 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, version 2.
// This program 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 this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.

// projector panel horizontal software alignment, Catmull-Rom spline4 interpolated with borders
// This shader should be run as a screen space pixel shader.
// This shader requires compiling with ps_2_0, but higher is better, see http://en.wikipedia.org/wiki/Pixel_shader to look up what PS version your video card supports.
// This shader is meant to work with linear RGB input and output. Regular R'G'B' with a video gamma encoding will have to be converted with the linear gamma shaders to work properly.
// This shader can only work when the display device receives input in its native display resolution, with over- and underscan disabled. This is to facilitate 1:1 pixel mapping.
// This shader can perform software alignment by Catmull-Rom spline4 interpolation for a projector's panels and apply borders where the signal is cut off.

// fractions, either decimal or not, are allowed
// set the horizontal resolution
#define HorizontalResolution 1920.
// ShiftLeftToRight, a value of 3. will shift three pixels to the right, 0 is disabled
#define ShiftLeftToRight 64.
// ScaleHorizontal, the centered horizontal magnification factor, a value of HorizontalResolution-3. will scale the output to 3 pixels larger, a value of HorizontalResolution means disabled
#define ScaleHorizontal HorizontalResolution-128.
// Parallelogram, the centered horizontal offset factor on the bottom, a value of 3. will shift 0 pixels to the left on the top, and 3 pixels to the left on the bottom, 0 is disabled
#define Parallelogram 256.
// Keystone, the centered horizontal magnification factor on the bottom, a value of -3. will scale the output to 0 pixels larger on the top, and 3 pixels larger on the bottom, 0 is disabled
#define Keystone -192.
// BorderColor, the color to apply at the borders created by this shader
#define BorderColor float4(0., 0., 0., 1.)

sampler s0;
#define sp(A, O) float4 A = BorderColor; {float pl = coord+O/HorizontalResolution; if(all(float2(pl, -pl) >= float2(0., -1.))) A = tex2D(s0, float2(pl, tex.y));}

float4 main(float2 tex : TEXCOORD0) : COLOR
{
float coord = (tex.x-.5)*(ScaleHorizontal+tex.y*Keystone)+.5*HorizontalResolution-ShiftLeftToRight+tex.y*Parallelogram;// assign the output position, normalized to texture width in pixels
float t = frac(coord);// calculate the difference between the output pixel and the original surrounding two pixels
coord = (coord-t+.5)/HorizontalResolution;

sp(Q0, -1.) sp(Q1, 0.) sp(Q2, 1.) sp(Q3, 2.)// original pixels
// calculate weights
float4 w0123 = ((float4(-.5, 1.5, -1.5, .5)*t+float4(1., -2.5, 2., -.5))*t+float4(-.5, 0., .5, 0.))*t;
w0123.y += 1.;
return w0123.x*Q0+w0123.y*Q1+w0123.z*Q2+w0123.w*Q3;// interpolation output
}

James Freeman
30th May 2015, 09:14
Jan sorry to bother you, but this shader simply can't create a trapezoid shape I posted above.

JanWillem32
30th May 2015, 15:51
Really?
I get a nice bordered (red) keystone with these values:

// fractions, either decimal or not, are allowed
// set the horizontal resolution
#define HorizontalResolution 1920.
// ShiftLeftToRight, a value of 3. will shift three pixels to the right, 0 is disabled
#define ShiftLeftToRight 0.
// ScaleHorizontal, the centered horizontal magnification factor, a value of HorizontalResolution-3. will scale the output to 3 pixels larger, a value of HorizontalResolution means disabled
#define ScaleHorizontal HorizontalResolution-
// Parallelogram, the centered horizontal offset factor on the bottom, a value of 3. will shift 0 pixels to the left on the top, and 3 pixels to the left on the bottom, 0 is disabled
#define Parallelogram 0.
// Keystone, the centered horizontal magnification factor on the bottom, a value of -3. will scale the output to 0 pixels larger on the top, and 3 pixels larger on the bottom, 0 is disabled
#define Keystone -777.
// BorderColor, the color to apply at the borders created by this shader
#define BorderColor float4(1., 0., 0., 1.)

Notice "HorizontalResolution-" for ScaleHorizontal, it's a trick for auto-aligning negative keystone values.

James Freeman
30th May 2015, 18:19
Now try to create the shape I posted with the narrow side on top.
The border also don't touch the end of the screen.

JanWillem32
30th May 2015, 18:41
The keystone the other way around is easy. Is this what you want?

// fractions, either decimal or not, are allowed
// set the horizontal resolution
#define HorizontalResolution 1920.
// ShiftLeftToRight, a value of 3. will shift three pixels to the right, 0 is disabled
#define ShiftLeftToRight 0.
// ScaleHorizontal, the centered horizontal magnification factor, a value of HorizontalResolution-3. will scale the output to 3 pixels larger, a value of HorizontalResolution means disabled
#define ScaleHorizontal HorizontalResolution+777.
// Parallelogram, the centered horizontal offset factor on the bottom, a value of 3. will shift 0 pixels to the left on the top, and 3 pixels to the left on the bottom, 0 is disabled
#define Parallelogram 0.
// Keystone, the centered horizontal magnification factor on the bottom, a value of -3. will scale the output to 0 pixels larger on the top, and 3 pixels larger on the bottom, 0 is disabled
#define Keystone -777.
// BorderColor, the color to apply at the borders created by this shader
#define BorderColor float4(1., 0., 0., 1.)

James Freeman
30th May 2015, 18:51
Thank you.

Magik Mark
30th May 2015, 23:06
Sorry for my ignorance, how do we apply this in MPDN player? It uses hsl extension.

foxyshadis
30th May 2015, 23:36
Sorry for my ignorance, how do we apply this in MPDN player? It uses hsl extension.

The extension doesn't matter, although it defaults the same as MPC, .hlsl. You want to select Image Processor (by itself or in a script chain), open its properties, click '+', and find the shader you want. You'll have to configure everything within the shader in notepad or similar, since there's no internal shader editor.

James Freeman
4th June 2015, 10:20
Can anyone please suggest a shader for white balance correction R,G,B?
I tried some of the shaders in the pixel shader pack but it also changes the contrast, brightness or gamma on each color.

Is there a shader that changes just the R,G,B Levels (not contrast, brightness, or gamma), for white balance fixing.
This is for my not so good projector in which the color management is non existent.

Thank you.

JanWillem32
4th June 2015, 22:22
There's the Multi-stage gamma controls (http://forum.doom9.org/showthread.php?p=1650254#post1650254) shader you asked for before. For altering the high red, green and blue values I could alter the z-segment to not end on 1 (full intensity) or add contrast and brightness controls there.
What controls do you need exactly? (Note that altering this particular shader with more advanced features will take some time and effort. It's rather complicated.)

James Freeman
7th June 2015, 10:33
Hi Jan.

I need a shader that alters the RGB levels just like a TV or a Monitor.
NOT contrast, brightness or gamma; just R,G,B LEVELS (in floating point of course).
It should effect luma and chroma, just like tweaking the display pixels themselves.

Just remove or add Green (for example) across the whole range, without effecting the contrast or brightness.

Thanks

JanWillem32
7th June 2015, 17:21
I don't have a clue what to implement for a "levels" control to be honest.

The RGB controls act on a linear 0 to 1 function.
-Changing the origin of the linear 0 to 1 function changes brightness (and dislodges the black and white points from their origins in the process).
-Changing the angle of the linear 0 to 1 function changes contrast (and dislodges the white point from its origin in the process).
-Applying a power function to the linear 0 to 1 function changes gamma (and keeps the black and white points on their origins in the process).
(None of the controls are really independent.)

Higher complexity than that can involve applying S-curves to the function, but these behave similar to gamma controls.
The the Multi-stage gamma controls shader also adds higher complexity in the form of allowing the user to set way-points for the gamma controls.

Beyond these functions I don't have a clue what function to add, especially one that doesn't "alter" contrast, brightness or gamma.

James Freeman
7th June 2015, 18:20
I don't have a clue what to implement for a "levels" control to be honest.
The RGB controls act on a linear 0 to 1 function.
-Changing the origin of the linear 0 to 1 function changes brightness (and dislodges the black and white points from their origins in the process).
-Changing the angle of the linear 0 to 1 function changes contrast (and dislodges the white point from its origin in the process).
-Applying a power function to the linear 0 to 1 function changes gamma (and keeps the black and white points on their origins in the process).
(None of the controls are really independent.)


Thank you!

Apparently it is a simple Brightness control for R,G,B which dislodges the black and white linearly.
I even think that something like this already exists.

EDIT:
I does exist!
called: brightness, contrast and gamma controls for RGB
Sorry to bother you once again Jan.

nevcairiel
7th June 2015, 18:57
Most graphics drivers have such settings as well, which might be easier and more universally useful.

romulous
21st October 2015, 13:50
Hi JanWillem,

Any chance of an updated pack with all the new scripts, and changes you have made to the existing scripts over the years (the current pack is dated 2011)?

romulous

JanWillem32
21st October 2015, 18:17
I could use some help with collecting all the newer pixel shaders and putting them into .txt files. I don't have all of them on file anymore. After that, it's going to take a while for me to re-vamp all the shaders. Some use pretty outdated methods, all of them need renewed main comments and some could use some comments in the programming details.

vBm
21st October 2015, 23:56
I could use some help with collecting all the newer pixel shaders and putting them into .txt files. I don't have all of them on file anymore. After that, it's going to take a while for me to re-vamp all the shaders. Some use pretty outdated methods, all of them need renewed main comments and some could use some comments in the programming details.

IMHO ideal would be to have repository for shaders on github or whenever xD

andybkma
3rd December 2015, 02:57
Hi, new to the whole shader thing as Zoom Player just achieved support for them. My question is if there is a shader that approximates the effects of using Avisynth script Limited Sharpen Faster (LSF) in real time? Would be nice to finally stop having to use LSF in order to drastically improve the pic quality of videos. Thanks

XRyche
4th December 2015, 00:33
Hi, new to the whole shader thing as Zoom Player just achieved support for them. My question is if there is a shader that approximates the effects of using Avisynth script Limited Sharpen Faster (LSF) in real time? Would be nice to finally stop having to use LSF in order to drastically improve the pic quality of videos. Thanks

JanWillem32 is away for a bit but to my knowledge he doesn't have any shaders like that. The best sharpening shader he has is a tweaked unsharpenmask shader intended for pre-processing.

I don't even think LSF can even be ported to HLSL? If it could I imagine it would have already been done.

There is "Adaptive sharpen" http://forum.doom9.org/showthread.php?t=172131 which can be a decent shader sharpener if used right.

IanD
19th October 2017, 00:43
I'm interested in using a shader to scale 1920x1080 video to 3840x2160 using a 2x2 matrix via a lookup table, operating on each pixel in the source frame in turn, not convolving 2x2 groups of pixels (ie similar to point resize but setting each pixel in the 2x2 block to a different value based on the matrix, not setting each pixel the same as the source pixel).

Can anyone point me in the right direction of tutorials to understand how to do this, or to explain why it can't be done this way?

My 4k LG OLED TV has quantisation issues near black where the effective bit depth is less than 8 bits (for an alleged 10 bit panel). I want to see whether a simple spatial 2x2 dither of 8 bit 1920x1080 inputs to 6 bit 3840x2160 output can help ameliorate the issue, with a further development of only applying the dither to near black pixels and using a more advanced scaling for non near black pixels. I wasn't interested in a traditional diffusion dither because I think LG already uses this and it creates an obviously much noisier image.

jeanlee20xx
18th December 2017, 07:41
I want play 2d as SBS,how to write the code?thank you!!!!:thanks::thanks::thanks::thanks:

PCU
15th February 2018, 14:34
request: deblocker shader for low quality videos like old bink videos.

JNW
20th February 2018, 05:44
I don’t think anyone ever made a deblocking shader. This is usually accomplished with postprocessing like in Potplayer. Why don’t you use ffdshow raw filter that way you can still use MPC-HC and LAV.

A good shader for MPC-HC I always thought would be Lumasharpen. Works just like in madVR https://gist.github.com/sthalik/c1b09db3465001e31144

PCU
20th February 2018, 16:17
well ffdshow is dead, isn't it?

JNW
20th February 2018, 17:26
Yes, that’s true but if you’re only using it for the deblocking feature it doesn’t really matter. Think of it as using a shader, they don’t get updated.

PCU
20th February 2018, 19:13
Yes, that’s true but if you’re only using it for the deblocking feature it doesn’t really matter. Think of it as using a shader, they don’t get updated.

how to deblock this file (max payne 2 intro) correctly?
http://www.filepup.net/files/a0ba90621519150241.html
no, maybe shaders gets updated, but ffdshow (even tryouts) is 100% dead & ffdshow has lots of other features that i don't use.

v0lt
22nd February 2018, 20:41
well ffdshow is dead, isn't it?
No, ffdshow also works well as before.
no, maybe shaders gets updated, but ffdshow (even tryouts) is 100% dead & ffdshow has lots of other features that i don't use.
The presence of additional functionality does not prevent to use only what is needed.

JNW
23rd February 2018, 09:18
Thanks v0lt what I was getting at.

I've uploaded a couple of shaders. These are from the SweetFX shader pack which I had laying around from many moons ago where some were updated for better use in MPC. I'm uploading them for people running old or low spec PC (I still have one laying around myself) and are unable to use madVR to its full advantage. Simply put it in the shader folder.

The first one is LumaSharpen and better than the one I posted before as it has a default strength of 0.65 same as madVR so you don't have to go in and change it.
http://s000.tinyupload.com/index.php?file_id=00110955234181062890

The second is a sort of faux HDR shader to try and imitate it.
http://s000.tinyupload.com/index.php?file_id=09603921432233252135

As I said for low spec but maybe it will help somebody.

j82k
22nd April 2018, 00:01
Is it possible to modify a shader so that it is only applied to part of the picture? I found this LCD angle correction shader here: https://github.com/zachsaw/RenderScripts/blob/master/RenderScripts/ImageProcessingShaders/MPC-HC/LCD%20angle%20correction.hlsl

My intend is to reduce the vertical banding on my Oled TV and I think this shader could work if it can be modified to only apply to a user defined vertical column of the picture, for example from pixel 2880 to 3260. I have zero knowledge about shader writing and only got so far as to make the shader correction horizontal instead of vertical. Is what I want possible and can anyone do it??

v0lt
22nd April 2018, 06:43
JNW
Can I add the LumaSharpen shader to MPC-BE?