So using barMask I'll be able to do that? I mean the cropping part?
Why is that!? why there is no actual cropping solution?
In MadVR there is an option where once the player detects 21:9 image it cuts all IMAX scenes to 21:9 too. Why it cant be done manually for all 16:9 movies?
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I had to update the whole K-lite because it was 3 years old.
Its interesting that with the older version i was able to load multiple times vibrance.35 but now with the latest mpc no matter how many vibrance.35 i select the result in pictures is only one. Also i am not sure what is the difference between Pre-Resize Shader and Post-Resize. Does it have connection with the Shaders folder and Shaders11 like Pre-resize uses Shaders folder, Post-Resize uses Shaders11. I havent seen any difference in quality between pre-resize and post-resize with same sahders. -
No idea about K-lite, but you should be able to load a shader multiple time in mpc-hc.
Assuming the objective is to achieve a stronger effect, the preferred approach is to edit the shader file and change the default effect value
ex, change: #define Vibrance 0.35
to #define Vibrance 0.50
then save as vibrance.50.hlsl
It is expected that the effect of Vibrance would be less if the image already has high saturation.
With evr-cp renderer, Shaders can be applied before or after the resize operation. In some cases there is a difference (ex blur, sharpen, noise) but in the case of color shaders, just use them pre-resize if you are upscaling (less pixels to process).
Shaders11 is for dx11 hlsl shaders (used by mpc-vr). -
Sure you can adjust the shader values to what works best for you.
1) If you over-do a saturation adjustment it ruins the picture. vibrance is a smart saturation adjustment, it's much easier/safer to use.
2) the color controls saturation are hidden away in a GUI tab. It's easy to adjust for one video, close the player, then ruin all the videos you watch later, before figuring out you need to reset the saturation control (same thing for adjustments made in the graphics card driver settings). Using shaders my suggestion it to just toggle the hotkey to enable or disable and go with what you like best.
3) The color controls are done by the video card driver, which are notorious for buggy video adjustments (as long as the video plays, they basically don't care). Ex: negative contrast is broken in mpc-hc with modern intel gpu driver, this will probably never be fixed. With shaders, you know what formula you are applying, the range of value is consistent (0 means no adjustment), it just works.
4) Curves are a superior approach vs legacy adjustments, in particular for brightness adjustment. -
There's just been a commit on https://github.com/clsid2/mpc-hc which seems to address this issue:
"Allow running same pixelshader multiple times with MPCVR/MadVR.
Was already possible with EVR/VMR." -
It is probably fixed in the latest release of mpc-hc (v2.1.4).
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Both should work I guess, but I really have no idea as I only use the portable distribution of mpc-hc.
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But...how can you resize if you cannot load pixels ahead? For my shader you need to look up all pixels...isnt that possible then? And maybe I get it wrong....this sort of shader can do like water or heat effects? (displacement) or bump maps? That would require to read pixels ahead of drawing them, no? Maybe I miss something or is there another type of shader? I saw one resize 'shader' but thats a function you call right? I want to code those 'all-can-do' shaders
How do games handle that? Sry, while we are at it...if there is another type of C++ shader, can you direct me to those pls? Seems more complicated than I initially thought... but thanks very much Butterw. And by bump map, I of course mean the whole image, not vertices...also I dont get it when I code it...i have vertice shaders and like screen shaders. Pls direct/advice me. Also...isnt this shader-type like a vertice shader then? But just the whole image? I f I google shders I always get these pixel-by-pixel shaders as you told me... lol
Last edited by sinjin; 2nd Apr 2024 at 15:42.
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