Win HOW TO - Launch MPC-HC/MPC-BE with madVR as an External Player
#17
(2014-12-04, 21:42)berstuck Wrote: Found this snippet in the other thread

<rules action="prepend">
<rule name="streams" protocols="daap|rtv|rtsp|rtmp|http|https|rtmpe|rtsp|mms|rtp|pvr" player="DVDPlayer"/>
<rule filename=".*." player="MPC-HC"/>
</rules>
</playercorefactory>

Works like a charm! Now all streaming protocols including livetv correctly use DVDPlayer, and all my library files play to MPC-HC. It's pretty cool of you to put this guide together man. If this was around when I was switching to XBMC it would have saved me a lot of time.

I would like to add also that while sharpen complex 2 looks pretty good, lumasharpen is far superior. I can't notice much difference on the bedroom plasma, but on my living room projector lumasharpen is indispensable. I don't know how to upload attachments to this forum, but a quick google search will find you what you need.

I have a copy of lumasharpen to share, but I don't use shaders:

Save the following as an .hlsl file and move to the shaders folder in MPC-HC. You might also be able to load it from the Shaders section. I find the effect too strong to the point it creates artifacts, but I'm sure that could be adjusted.

LumaSharpen:
PHP Code:
/* --- Settings --- */

// -- Sharpening --
#define sharp_strength 0.65   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.035  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


/* ---  Defining Constants --- */
#define myTex2D(s,p) tex2D(s,p)

#ifndef s0
  
sampler s0 register(s0);
  
#define s1 s0
//sampler s1 : register(s1);

  
float4 p0 register(c0);
  
float4 p1 register(c1);

//  #define width (p0[0])
//  #define height (p0[1])
//  #define counter (p0[2])
//  #define clock (p0[3])
//  #define px (p1[0]) //one_over_width 
//  #define py (p1[1]) //one_over_height

  #define px (p1.x) //one_over_width 
  #define py (p1.y) //one_over_height
  
  #define screen_size float2(p0.x,p0.y)

  #define pixel float2(px,py)

//#define pxy float2(p1.xy)

//#define PI acos(-1)
#endif


/* ---  Main code --- */

/*
   _____________________

     LumaSharpen 1.4.1
   _____________________

  by Christian Cann Schuldt Jensen ~ CeeJay.dk

  It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image.
  It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts.

  This is similar to using Unsharp Mask in Photoshop.

  Compiles with 3.0
*/

   /*-----------------------------------------------------------.
  /                      Developer settings                     /
  '-----------------------------------------------------------*/
#define CoefLuma float3(0.2126, 0.7152, 0.0722)      // BT.709 & sRBG luma coefficient (Monitors and HD Television)
//#define CoefLuma float3(0.299, 0.587, 0.114)       // BT.601 luma coefficient (SD Television)
//#define CoefLuma float3(1.0/3.0, 1.0/3.0, 1.0/3.0) // Equal weight coefficient

   /*-----------------------------------------------------------.
  /                          Main code                          /
  '-----------------------------------------------------------*/

float4 LumaSharpenPass(float4 inputcolorfloat2 tex )
{
  
// -- Get the original pixel --
  
float3 ori myTex2D(s0tex).rgb;       // ori = original pixel

  // -- Combining the strength and luma multipliers --
  
float3 sharp_strength_luma = (CoefLuma sharp_strength); //I'll be combining even more multipliers with it later on

   /*-----------------------------------------------------------.
  /                       Sampling patterns                     /
  '-----------------------------------------------------------*/
  //   [ NW,   , NE ] Each texture lookup (except ori)
  //   [   ,ori,    ] samples 4 pixels
  //   [ SW,   , SE ]

  // -- Pattern 1 -- A (fast) 7 tap gaussian using only 2+1 texture fetches.
  #if pattern == 1

    // -- Gaussian filter --
    //   [ 1/9, 2/9,    ]     [ 1 , 2 ,   ]
    //   [ 2/9, 8/9, 2/9]  =  [ 2 , 8 , 2 ]
     //   [    , 2/9, 1/9]     [   , 2 , 1 ]

    
float3 blur_ori myTex2D(s0tex + (float2(px,py) / 3.0) * offset_bias).rgb;  // North West
    
blur_ori += myTex2D(s0tex + (float2(-px,-py) / 3.0) * offset_bias).rgb// South East

    //blur_ori += myTex2D(s0, tex + float2(px,py) / 3.0 * offset_bias); // North East
    //blur_ori += myTex2D(s0, tex + float2(-px,-py) / 3.0 * offset_bias); // South West

    
blur_ori /= 2;  //Divide by the number of texture fetches

    
sharp_strength_luma *= 1.5// Adjust strength to aproximate the strength of pattern 2

  #endif

  // -- Pattern 2 -- A 9 tap gaussian using 4+1 texture fetches.
  #if pattern == 2

    // -- Gaussian filter --
    //   [ .25, .50, .25]     [ 1 , 2 , 1 ]
    //   [ .50,   1, .50]  =  [ 2 , 4 , 2 ]
     //   [ .25, .50, .25]     [ 1 , 2 , 1 ]


    
float3 blur_ori myTex2D(s0tex float2(px,-py) * 0.5 offset_bias).rgb// South East
    
blur_ori += myTex2D(s0tex float2(-px,-py) * 0.5 offset_bias).rgb;  // South West
    
blur_ori += myTex2D(s0tex float2(px,py) * 0.5 offset_bias).rgb// North East
    
blur_ori += myTex2D(s0tex float2(-px,py) * 0.5 offset_bias).rgb// North West

    
blur_ori *= 0.25;  // ( /= 4) Divide by the number of texture fetches

  #endif

  // -- Pattern 3 -- An experimental 17 tap gaussian using 4+1 texture fetches.
  #if pattern == 3

    // -- Gaussian filter --
    //   [   , 4 , 6 ,   ,   ]
    //   [   ,16 ,24 ,16 , 4 ]
    //   [ 6 ,24 ,   ,24 , 6 ]
    //   [ 4 ,16 ,24 ,16 ,   ]
    //   [   ,   , 6 , 4 ,   ]

    
float3 blur_ori myTex2D(s0tex float2(0.4*px,-1.2*py)* offset_bias).rgb;  // South South East
    
blur_ori += myTex2D(s0tex float2(-1.2*px,-0.4*py) * offset_bias).rgb// West South West
    
blur_ori += myTex2D(s0tex float2(1.2*px,0.4*py) * offset_bias).rgb// East North East
    
blur_ori += myTex2D(s0tex float2(-0.4*px,1.2*py) * offset_bias).rgb// North North West

    
blur_ori *= 0.25;  // ( /= 4) Divide by the number of texture fetches

    
sharp_strength_luma *= 0.51;
  
#endif

  // -- Pattern 4 -- A 9 tap high pass (pyramid filter) using 4+1 texture fetches.
  #if pattern == 4

    // -- Gaussian filter --
    //   [ .50, .50, .50]     [ 1 , 1 , 1 ]
    //   [ .50,    , .50]  =  [ 1 ,   , 1 ]
     //   [ .50, .50, .50]     [ 1 , 1 , 1 ]

    
float3 blur_ori myTex2D(s0tex float2(0.5 px,-py offset_bias)).rgb;  // South South East
    
blur_ori += myTex2D(s0tex float2(offset_bias * -px,0.5 * -py)).rgb// West South West
    
blur_ori += myTex2D(s0tex float2(offset_bias px,0.5 py)).rgb// East North East
    
blur_ori += myTex2D(s0tex float2(0.5 * -px,py offset_bias)).rgb// North North West

    //blur_ori += (2 * ori); // Probably not needed. Only serves to lessen the effect.

    
blur_ori /= 4.0;  //Divide by the number of texture fetches

    
sharp_strength_luma *= 0.666// Adjust strength to aproximate the strength of pattern 2
  #endif

  // -- Pattern 8 -- A (slower) 9 tap gaussian using 9 texture fetches.
  #if pattern == 8

    // -- Gaussian filter --
    //   [ 1 , 2 , 1 ]
    //   [ 2 , 4 , 2 ]
     //   [ 1 , 2 , 1 ]

    
half3 blur_ori myTex2D(s0tex float2(-px,py) * offset_bias).rgb// North West
    
blur_ori += myTex2D(s0tex float2(px,-py) * offset_bias).rgb;     // South East
    
blur_ori += myTex2D(s0tex float2(-px,-py)  * offset_bias).rgb;  // South West
    
blur_ori += myTex2D(s0tex float2(px,py) * offset_bias).rgb;    // North East

    
half3 blur_ori2 myTex2D(s0tex float2(0,py) * offset_bias).rgb// North
    
blur_ori2 += myTex2D(s0tex float2(0,-py) * offset_bias).rgb;    // South
    
blur_ori2 += myTex2D(s0tex float2(-px,0) * offset_bias).rgb;   // West
    
blur_ori2 += myTex2D(s0tex float2(px,0) * offset_bias).rgb;   // East
    
blur_ori2 *= 2.0;

    
blur_ori += blur_ori2;
    
blur_ori += (ori 4); // Probably not needed. Only serves to lessen the effect.

    // dot()s with gaussian strengths here?

    
blur_ori /= 16.0;  //Divide by the number of texture fetches

    //sharp_strength_luma *= 0.75; // Adjust strength to aproximate the strength of pattern 2
  #endif

  // -- Pattern 9 -- A (slower) 9 tap high pass using 9 texture fetches.
  #if pattern == 9

    // -- Gaussian filter --
    //   [ 1 , 1 , 1 ]
    //   [ 1 , 1 , 1 ]
     //   [ 1 , 1 , 1 ]

    
float3 blur_ori myTex2D(s0tex float2(-px,py) * offset_bias).rgb// North West
    
blur_ori += myTex2D(s0tex float2(px,-py) * offset_bias).rgb;     // South East
    
blur_ori += myTex2D(s0tex float2(-px,-py)  * offset_bias).rgb;  // South West
    
blur_ori += myTex2D(s0tex float2(px,py) * offset_bias).rgb;    // North East

    
blur_ori += ori.rgb// Probably not needed. Only serves to lessen the effect.

    
blur_ori += myTex2D(s0tex float2(0,py) * offset_bias).rgb;    // North
    
blur_ori += myTex2D(s0tex float2(0,-py) * offset_bias).rgb;  // South
    
blur_ori += myTex2D(s0tex float2(-px,0) * offset_bias).rgb// West
    
blur_ori += myTex2D(s0tex float2(px,0) * offset_bias).rgb// East

    
blur_ori /= 9;  //Divide by the number of texture fetches

    //sharp_strength_luma *= (8.0/9.0); // Adjust strength to aproximate the strength of pattern 2
  #endif


   /*-----------------------------------------------------------.
  /                            Sharpen                          /
  '-----------------------------------------------------------*/

  // -- Calculate the sharpening --
  
float3 sharp ori blur_ori;  //Subtracting the blurred image from the original image

  #if 0 //New experimental limiter .. not yet finished
    
float sharp_luma dot(sharpsharp_strength_luma); //Calculate the luma
    
sharp_luma = (abs(sharp_luma)*8.0) * exp(1.0-(abs(sharp_luma)*8.0)) * sign(sharp_luma) / 16.0//I should probably move the strength modifier here

  #elif 0 //SweetFX 1.4 code
    // -- Adjust strength of the sharpening --
    
float sharp_luma dot(sharpsharp_strength_luma); //Calculate the luma and adjust the strength

    // -- Clamping the maximum amount of sharpening to prevent halo artifacts --
    
sharp_luma clamp(sharp_luma, -sharp_clampsharp_clamp);  //TODO Try a curve function instead of a clamp
  
  #else //SweetFX 1.5.1 code
    // -- Adjust strength of the sharpening and clamp it--
    
float4 sharp_strength_luma_clamp float4(sharp_strength_luma * (0.5 sharp_clamp),0.5); //Roll part of the clamp into the dot

    //sharp_luma = saturate((0.5 / sharp_clamp) * sharp_luma + 0.5); //scale up and clamp
    
float sharp_luma saturate(dot(float4(sharp,1.0), sharp_strength_luma_clamp)); //Calculate the luma, adjust the strength, scale up and clamp
    
sharp_luma = (sharp_clamp 2.0) * sharp_luma sharp_clamp//scale down
  #endif

  // -- Combining the values to get the final sharpened pixel    --
  //float4 done = ori + sharp_luma;    // Add the sharpening to the original.
  
inputcolor.rgb inputcolor.rgb sharp_luma;    // Add the sharpening to the input color.

   /*-----------------------------------------------------------.
  /                     Returning the output                    /
  '-----------------------------------------------------------*/
  #if show_sharpen == 1
    //inputcolor.rgb = abs(sharp * 4.0);
    
inputcolor.rgb saturate(0.5 + (sharp_luma 4)).rrr;
  
#endif

  
return saturate(inputcolor);

}

/* --- Main --- */

float4 main(float2 tex TEXCOORD0) : COLOR {
    
float4 c0 tex2D(s0tex);

    
c0 LumaSharpenPass(c0tex);
    return 
c0;

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RE: HOW TO - Launch MPC-HC with madVR as an External Player - by Warner306 - 2014-12-05, 01:17


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