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// MIT License
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// Copyright (c) 2023 João Chrisóstomo
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//!PARAM chroma_offset_x
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//!TYPE float
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0.0
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//!PARAM chroma_offset_y
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//!TYPE float
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0.0
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//!HOOK CHROMA
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//!BIND LUMA
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//!BIND CHROMA
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//!SAVE LUMA_LR
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//!WIDTH CHROMA.w
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//!HEIGHT LUMA.h
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//!WHEN CHROMA.w LUMA.w <
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//!DESC Joint Bilateral (Hermite 1st step, Downscaling Luma)
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float comp_wd(vec2 v) {
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float x = min(length(v), 1.0);
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return smoothstep(0.0, 1.0, 1.0 - x);
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}
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vec4 hook() {
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vec2 luma_pos = LUMA_pos;
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luma_pos.x += chroma_offset_x / LUMA_size.x;
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float start = ceil((luma_pos.x - (1.0 / CHROMA_size.x)) * LUMA_size.x - 0.5);
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float end = floor((luma_pos.x + (1.0 / CHROMA_size.x)) * LUMA_size.x - 0.5);
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float wt = 0.0;
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float luma_sum = 0.0;
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vec2 pos = luma_pos;
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for (float dx = start.x; dx <= end.x; dx++) {
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pos.x = LUMA_pt.x * (dx + 0.5);
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vec2 dist = (pos - luma_pos) * CHROMA_size;
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float wd = comp_wd(dist);
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float luma_pix = LUMA_tex(pos).x;
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luma_sum += wd * luma_pix;
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wt += wd;
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}
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vec4 output_pix = vec4(luma_sum /= wt, 0.0, 0.0, 1.0);
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return clamp(output_pix, 0.0, 1.0);
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}
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//!HOOK CHROMA
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//!BIND LUMA_LR
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//!BIND CHROMA
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//!BIND LUMA
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//!SAVE LUMA_LR
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//!WIDTH CHROMA.w
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//!HEIGHT CHROMA.h
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//!WHEN CHROMA.w LUMA.w <
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//!DESC Joint Bilateral (Hermite 2nd step, Downscaling Luma)
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float comp_wd(vec2 v) {
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float x = min(length(v), 1.0);
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return smoothstep(0.0, 1.0, 1.0 - x);
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}
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vec4 hook() {
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vec2 luma_pos = LUMA_LR_pos;
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luma_pos.y += chroma_offset_y / LUMA_LR_size.y;
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float start = ceil((luma_pos.y - (1.0 / CHROMA_size.y)) * LUMA_LR_size.y - 0.5);
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float end = floor((luma_pos.y + (1.0 / CHROMA_size.y)) * LUMA_LR_size.y - 0.5);
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float wt = 0.0;
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float luma_sum = 0.0;
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vec2 pos = luma_pos;
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for (float dy = start; dy <= end; dy++) {
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pos.y = LUMA_LR_pt.y * (dy + 0.5);
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vec2 dist = (pos - luma_pos) * CHROMA_size;
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float wd = comp_wd(dist);
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float luma_pix = LUMA_LR_tex(pos).x;
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luma_sum += wd * luma_pix;
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wt += wd;
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}
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vec4 output_pix = vec4(luma_sum /= wt, 0.0, 0.0, 1.0);
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return clamp(output_pix, 0.0, 1.0);
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}
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//!PARAM distance_coeff
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//!TYPE float
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//!MINIMUM 0.0
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2.0
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//!PARAM intensity_coeff
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//!TYPE float
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//!MINIMUM 0.0
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128.0
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//!HOOK CHROMA
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//!BIND LUMA
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//!BIND LUMA_LR
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//!BIND HOOKED
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//!WIDTH LUMA.w
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//!HEIGHT LUMA.h
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//!WHEN CHROMA.w LUMA.w <
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//!OFFSET ALIGN
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//!DESC Joint Bilateral (Upscaling Chroma)
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float comp_w(vec2 spatial_distance, float intensity_distance) {
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return max(100.0 * exp(-distance_coeff * pow(length(spatial_distance), 2.0) - intensity_coeff * pow(intensity_distance, 2.0)), 1e-32);
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}
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vec4 hook() {
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float luma_zero = LUMA_texOff(0.0).x;
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vec4 output_pix = vec4(0.0, 0.0, 0.0, 1.0);
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vec2 pp = HOOKED_pos * HOOKED_size - vec2(0.5);
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vec2 fp = floor(pp);
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pp -= fp;
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#ifdef HOOKED_gather
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vec4 chroma_quads[4][2];
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chroma_quads[0][0] = HOOKED_gather(vec2((fp + vec2(0.0, 0.0)) * HOOKED_pt), 0);
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chroma_quads[1][0] = HOOKED_gather(vec2((fp + vec2(2.0, 0.0)) * HOOKED_pt), 0);
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chroma_quads[2][0] = HOOKED_gather(vec2((fp + vec2(0.0, 2.0)) * HOOKED_pt), 0);
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chroma_quads[3][0] = HOOKED_gather(vec2((fp + vec2(2.0, 2.0)) * HOOKED_pt), 0);
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chroma_quads[0][1] = HOOKED_gather(vec2((fp + vec2(0.0, 0.0)) * HOOKED_pt), 1);
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chroma_quads[1][1] = HOOKED_gather(vec2((fp + vec2(2.0, 0.0)) * HOOKED_pt), 1);
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chroma_quads[2][1] = HOOKED_gather(vec2((fp + vec2(0.0, 2.0)) * HOOKED_pt), 1);
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chroma_quads[3][1] = HOOKED_gather(vec2((fp + vec2(2.0, 2.0)) * HOOKED_pt), 1);
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vec2 chroma_pixels[12];
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chroma_pixels[0] = vec2(chroma_quads[0][0].z, chroma_quads[0][1].z);
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chroma_pixels[1] = vec2(chroma_quads[1][0].w, chroma_quads[1][1].w);
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chroma_pixels[2] = vec2(chroma_quads[0][0].x, chroma_quads[0][1].x);
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chroma_pixels[3] = vec2(chroma_quads[0][0].y, chroma_quads[0][1].y);
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chroma_pixels[4] = vec2(chroma_quads[1][0].x, chroma_quads[1][1].x);
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chroma_pixels[5] = vec2(chroma_quads[1][0].y, chroma_quads[1][1].y);
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chroma_pixels[6] = vec2(chroma_quads[2][0].w, chroma_quads[2][1].w);
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chroma_pixels[7] = vec2(chroma_quads[2][0].z, chroma_quads[2][1].z);
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chroma_pixels[8] = vec2(chroma_quads[3][0].w, chroma_quads[3][1].w);
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chroma_pixels[9] = vec2(chroma_quads[3][0].z, chroma_quads[3][1].z);
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chroma_pixels[10] = vec2(chroma_quads[2][0].y, chroma_quads[2][1].y);
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chroma_pixels[11] = vec2(chroma_quads[3][0].x, chroma_quads[3][1].x);
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vec4 luma_quads[4];
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luma_quads[0] = LUMA_LR_gather(vec2((fp + vec2(0.0, 0.0)) * HOOKED_pt), 0);
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luma_quads[1] = LUMA_LR_gather(vec2((fp + vec2(2.0, 0.0)) * HOOKED_pt), 0);
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luma_quads[2] = LUMA_LR_gather(vec2((fp + vec2(0.0, 2.0)) * HOOKED_pt), 0);
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luma_quads[3] = LUMA_LR_gather(vec2((fp + vec2(2.0, 2.0)) * HOOKED_pt), 0);
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float luma_pixels[12];
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luma_pixels[0] = luma_quads[0].z;
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luma_pixels[1] = luma_quads[1].w;
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luma_pixels[2] = luma_quads[0].x;
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luma_pixels[3] = luma_quads[0].y;
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luma_pixels[4] = luma_quads[1].x;
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luma_pixels[5] = luma_quads[1].y;
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luma_pixels[6] = luma_quads[2].w;
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luma_pixels[7] = luma_quads[2].z;
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luma_pixels[8] = luma_quads[3].w;
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luma_pixels[9] = luma_quads[3].z;
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luma_pixels[10] = luma_quads[2].y;
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luma_pixels[11] = luma_quads[3].x;
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#else
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vec2 chroma_pixels[12];
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chroma_pixels[0] = HOOKED_tex(vec2((fp + vec2(0.5, -0.5)) * HOOKED_pt)).xy;
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chroma_pixels[1] = HOOKED_tex(vec2((fp + vec2(1.5, -0.5)) * HOOKED_pt)).xy;
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chroma_pixels[2] = HOOKED_tex(vec2((fp + vec2(-0.5, 0.5)) * HOOKED_pt)).xy;
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chroma_pixels[3] = HOOKED_tex(vec2((fp + vec2( 0.5, 0.5)) * HOOKED_pt)).xy;
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chroma_pixels[4] = HOOKED_tex(vec2((fp + vec2( 1.5, 0.5)) * HOOKED_pt)).xy;
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chroma_pixels[5] = HOOKED_tex(vec2((fp + vec2( 2.5, 0.5)) * HOOKED_pt)).xy;
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chroma_pixels[6] = HOOKED_tex(vec2((fp + vec2(-0.5, 1.5)) * HOOKED_pt)).xy;
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chroma_pixels[7] = HOOKED_tex(vec2((fp + vec2( 0.5, 1.5)) * HOOKED_pt)).xy;
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chroma_pixels[8] = HOOKED_tex(vec2((fp + vec2( 1.5, 1.5)) * HOOKED_pt)).xy;
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chroma_pixels[9] = HOOKED_tex(vec2((fp + vec2( 2.5, 1.5)) * HOOKED_pt)).xy;
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chroma_pixels[10] = HOOKED_tex(vec2((fp + vec2( 0.5, 2.5)) * HOOKED_pt)).xy;
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chroma_pixels[11] = HOOKED_tex(vec2((fp + vec2( 1.5, 2.5)) * HOOKED_pt)).xy;
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float luma_pixels[12];
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luma_pixels[0] = LUMA_LR_tex(vec2((fp + vec2(0.5, -0.5)) * HOOKED_pt)).x;
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luma_pixels[1] = LUMA_LR_tex(vec2((fp + vec2(1.5, -0.5)) * HOOKED_pt)).x;
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luma_pixels[2] = LUMA_LR_tex(vec2((fp + vec2(-0.5, 0.5)) * HOOKED_pt)).x;
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luma_pixels[3] = LUMA_LR_tex(vec2((fp + vec2( 0.5, 0.5)) * HOOKED_pt)).x;
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luma_pixels[4] = LUMA_LR_tex(vec2((fp + vec2( 1.5, 0.5)) * HOOKED_pt)).x;
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luma_pixels[5] = LUMA_LR_tex(vec2((fp + vec2( 2.5, 0.5)) * HOOKED_pt)).x;
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luma_pixels[6] = LUMA_LR_tex(vec2((fp + vec2(-0.5, 1.5)) * HOOKED_pt)).x;
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luma_pixels[7] = LUMA_LR_tex(vec2((fp + vec2( 0.5, 1.5)) * HOOKED_pt)).x;
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luma_pixels[8] = LUMA_LR_tex(vec2((fp + vec2( 1.5, 1.5)) * HOOKED_pt)).x;
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luma_pixels[9] = LUMA_LR_tex(vec2((fp + vec2( 2.5, 1.5)) * HOOKED_pt)).x;
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luma_pixels[10] = LUMA_LR_tex(vec2((fp + vec2( 0.5, 2.5)) * HOOKED_pt)).x;
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luma_pixels[11] = LUMA_LR_tex(vec2((fp + vec2( 1.5, 2.5)) * HOOKED_pt)).x;
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#endif
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float w[12];
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w[0] = comp_w(vec2( 0.0,-1.0) - pp, luma_zero - luma_pixels[0] );
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w[1] = comp_w(vec2( 1.0,-1.0) - pp, luma_zero - luma_pixels[1] );
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w[2] = comp_w(vec2(-1.0, 0.0) - pp, luma_zero - luma_pixels[2] );
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w[3] = comp_w(vec2( 0.0, 0.0) - pp, luma_zero - luma_pixels[3] );
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w[4] = comp_w(vec2( 1.0, 0.0) - pp, luma_zero - luma_pixels[4] );
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w[5] = comp_w(vec2( 2.0, 0.0) - pp, luma_zero - luma_pixels[5] );
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w[6] = comp_w(vec2(-1.0, 1.0) - pp, luma_zero - luma_pixels[6] );
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w[7] = comp_w(vec2( 0.0, 1.0) - pp, luma_zero - luma_pixels[7] );
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w[8] = comp_w(vec2( 1.0, 1.0) - pp, luma_zero - luma_pixels[8] );
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w[9] = comp_w(vec2( 2.0, 1.0) - pp, luma_zero - luma_pixels[9] );
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w[10] = comp_w(vec2( 0.0, 2.0) - pp, luma_zero - luma_pixels[10]);
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w[11] = comp_w(vec2( 1.0, 2.0) - pp, luma_zero - luma_pixels[11]);
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float wt = 0.0;
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vec2 ct = vec2(0.0);
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for (int i = 0; i < 12; i++) {
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wt += w[i];
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ct += w[i] * chroma_pixels[i];
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}
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output_pix.xy = clamp(ct / wt, 0.0, 1.0);
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return output_pix;
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}
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