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