// 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; }