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215 lines
No EOL
8 KiB
GLSL
Executable file
215 lines
No EOL
8 KiB
GLSL
Executable file
// 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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//!HOOK CHROMA
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//!BIND CHROMA
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//!BIND LUMA
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//!SAVE LUMA_LOWRES
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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 Chroma From Luma Prediction (Downscaling Luma 1st Step)
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vec4 hook() {
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float factor = ceil(LUMA_size.x / CHROMA_size.x);
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int start = int(ceil(-factor - 0.5));
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int end = int(floor(factor - 0.5));
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float filter_end = float(end) + 1.5;
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float output_luma = 0.0;
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float wt = 0.0;
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for (int dx = start; dx <= end; dx++) {
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float luma_pix = LUMA_texOff(vec2(dx + 0.5, 0.0)).x;
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float wd = smoothstep(0.0, filter_end, filter_end - length(vec2(dx + 0.5, 0.0)));
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output_luma += luma_pix * wd;
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wt += wd;
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}
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vec4 output_pix = vec4(output_luma / wt, 0.0, 0.0, 1.0);
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return output_pix;
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}
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//!HOOK CHROMA
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//!BIND CHROMA
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//!BIND LUMA_LOWRES
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//!SAVE LUMA_LOWRES
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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 Chroma From Luma Prediction (Downscaling Luma 2nd Step)
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vec4 hook() {
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float factor = ceil(LUMA_LOWRES_size.y / CHROMA_size.y);
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int start = int(ceil(-factor - 0.5));
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int end = int(floor(factor - 0.5));
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float filter_end = float(end) + 1.5;
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float output_luma = 0.0;
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float wt = 0.0;
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for (int dy = start; dy <= end; dy++) {
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float luma_pix = LUMA_LOWRES_texOff(vec2(0.0, dy + 0.5)).x;
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float wd = smoothstep(0.0, filter_end, filter_end - length(vec2(0.0, dy + 0.5)));
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output_luma += luma_pix * wd;
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wt += wd;
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}
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vec4 output_pix = vec4(output_luma / wt, 0.0, 0.0, 1.0);
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return output_pix;
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}
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//!HOOK CHROMA
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//!BIND CHROMA
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//!BIND LUMA
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//!BIND LUMA_LOWRES
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//!WHEN CHROMA.w LUMA.w <
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//!WIDTH LUMA.w
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//!HEIGHT LUMA.h
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//!OFFSET ALIGN
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//!DESC Chroma From Luma Prediction (12-tap, Upscaling Chroma)
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float comp_wd(vec2 distance) {
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float d = min(length(distance), 2.0);
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if (d < 1.0) {
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return (6.0 + d * d * (-15.0 + d * 9.0)) / 6.0;
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} else {
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return (12.0 + d * (-24.0 + d * (15.0 + d * -3.0))) / 6.0;
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}
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}
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vec4 hook() {
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float division_limit = 1e-4;
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vec4 output_pix = vec4(0.0, 0.0, 0.0, 1.0);
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float luma_zero = LUMA_texOff(0.0).x;
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vec2 pp = CHROMA_pos * CHROMA_size - vec2(0.5);
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vec2 fp = floor(pp);
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pp -= fp;
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vec2 chroma_pixels[12];
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chroma_pixels[0] = CHROMA_tex(vec2((fp + vec2(0.5, -0.5)) * CHROMA_pt)).xy;
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chroma_pixels[1] = CHROMA_tex(vec2((fp + vec2(1.5, -0.5)) * CHROMA_pt)).xy;
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chroma_pixels[2] = CHROMA_tex(vec2((fp + vec2(-0.5, 0.5)) * CHROMA_pt)).xy;
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chroma_pixels[3] = CHROMA_tex(vec2((fp + vec2( 0.5, 0.5)) * CHROMA_pt)).xy;
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chroma_pixels[4] = CHROMA_tex(vec2((fp + vec2( 1.5, 0.5)) * CHROMA_pt)).xy;
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chroma_pixels[5] = CHROMA_tex(vec2((fp + vec2( 2.5, 0.5)) * CHROMA_pt)).xy;
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chroma_pixels[6] = CHROMA_tex(vec2((fp + vec2(-0.5, 1.5)) * CHROMA_pt)).xy;
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chroma_pixels[7] = CHROMA_tex(vec2((fp + vec2( 0.5, 1.5)) * CHROMA_pt)).xy;
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chroma_pixels[8] = CHROMA_tex(vec2((fp + vec2( 1.5, 1.5)) * CHROMA_pt)).xy;
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chroma_pixels[9] = CHROMA_tex(vec2((fp + vec2( 2.5, 1.5)) * CHROMA_pt)).xy;
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chroma_pixels[10] = CHROMA_tex(vec2((fp + vec2(0.5, 2.5) ) * CHROMA_pt)).xy;
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chroma_pixels[11] = CHROMA_tex(vec2((fp + vec2(1.5, 2.5) ) * CHROMA_pt)).xy;
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float luma_pixels[12];
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luma_pixels[0] = LUMA_LOWRES_tex(vec2((fp + vec2(0.5, -0.5)) * CHROMA_pt)).x;
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luma_pixels[1] = LUMA_LOWRES_tex(vec2((fp + vec2(1.5, -0.5)) * CHROMA_pt)).x;
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luma_pixels[2] = LUMA_LOWRES_tex(vec2((fp + vec2(-0.5, 0.5)) * CHROMA_pt)).x;
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luma_pixels[3] = LUMA_LOWRES_tex(vec2((fp + vec2( 0.5, 0.5)) * CHROMA_pt)).x;
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luma_pixels[4] = LUMA_LOWRES_tex(vec2((fp + vec2( 1.5, 0.5)) * CHROMA_pt)).x;
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luma_pixels[5] = LUMA_LOWRES_tex(vec2((fp + vec2( 2.5, 0.5)) * CHROMA_pt)).x;
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luma_pixels[6] = LUMA_LOWRES_tex(vec2((fp + vec2(-0.5, 1.5)) * CHROMA_pt)).x;
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luma_pixels[7] = LUMA_LOWRES_tex(vec2((fp + vec2( 0.5, 1.5)) * CHROMA_pt)).x;
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luma_pixels[8] = LUMA_LOWRES_tex(vec2((fp + vec2( 1.5, 1.5)) * CHROMA_pt)).x;
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luma_pixels[9] = LUMA_LOWRES_tex(vec2((fp + vec2( 2.5, 1.5)) * CHROMA_pt)).x;
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luma_pixels[10] = LUMA_LOWRES_tex(vec2((fp + vec2(0.5, 2.5) ) * CHROMA_pt)).x;
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luma_pixels[11] = LUMA_LOWRES_tex(vec2((fp + vec2(1.5, 2.5) ) * CHROMA_pt)).x;
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vec2 chroma_min = vec2(1e8);
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chroma_min = min(chroma_min, chroma_pixels[3]);
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chroma_min = min(chroma_min, chroma_pixels[4]);
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chroma_min = min(chroma_min, chroma_pixels[7]);
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chroma_min = min(chroma_min, chroma_pixels[8]);
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vec2 chroma_max = vec2(1e-8);
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chroma_max = max(chroma_max, chroma_pixels[3]);
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chroma_max = max(chroma_max, chroma_pixels[4]);
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chroma_max = max(chroma_max, chroma_pixels[7]);
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chroma_max = max(chroma_max, chroma_pixels[8]);
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float wd[12];
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wd[0] = comp_wd(vec2( 0.0,-1.0) - pp);
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wd[1] = comp_wd(vec2( 1.0,-1.0) - pp);
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wd[2] = comp_wd(vec2(-1.0, 0.0) - pp);
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wd[3] = comp_wd(vec2( 0.0, 0.0) - pp);
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wd[4] = comp_wd(vec2( 1.0, 0.0) - pp);
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wd[5] = comp_wd(vec2( 2.0, 0.0) - pp);
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wd[6] = comp_wd(vec2(-1.0, 1.0) - pp);
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wd[7] = comp_wd(vec2( 0.0, 1.0) - pp);
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wd[8] = comp_wd(vec2( 1.0, 1.0) - pp);
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wd[9] = comp_wd(vec2( 2.0, 1.0) - pp);
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wd[10] = comp_wd(vec2( 0.0, 2.0) - pp);
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wd[11] = comp_wd(vec2( 1.0, 2.0) - pp);
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float wt = 0.0;
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for (int i = 0; i < 12; i++) {
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wt += wd[i];
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}
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vec2 ct = vec2(0.0);
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for (int i = 0; i < 12; i++) {
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ct += wd[i] * chroma_pixels[i];
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}
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vec2 chroma_spatial = ct / wt;
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chroma_spatial = clamp(chroma_spatial, chroma_min, chroma_max);
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float luma_avg_12 = 0.0;
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for(int i = 0; i < 12; i++) {
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luma_avg_12 += luma_pixels[i];
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}
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luma_avg_12 /= 12.0;
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float luma_var_12 = 0.0;
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for(int i = 0; i < 12; i++) {
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luma_var_12 += pow(luma_pixels[i] - luma_avg_12, 2.0);
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}
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vec2 chroma_avg_12 = vec2(0.0);
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for(int i = 0; i < 12; i++) {
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chroma_avg_12 += chroma_pixels[i];
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}
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chroma_avg_12 /= 12.0;
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vec2 chroma_var_12 = vec2(0.0);
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for(int i = 0; i < 12; i++) {
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chroma_var_12 += pow(chroma_pixels[i] - chroma_avg_12, vec2(2.0));
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}
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vec2 luma_chroma_cov_12 = vec2(0.0);
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for(int i = 0; i < 12; i++) {
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luma_chroma_cov_12 += (luma_pixels[i] - luma_avg_12) * (chroma_pixels[i] - chroma_avg_12);
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}
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vec2 corr = abs(luma_chroma_cov_12 / max(sqrt(luma_var_12 * chroma_var_12), division_limit));
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corr = clamp(corr, 0.0, 1.0);
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vec2 alpha_12 = luma_chroma_cov_12 / max(luma_var_12, division_limit);
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vec2 beta_12 = chroma_avg_12 - alpha_12 * luma_avg_12;
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vec2 chroma_pred_12 = alpha_12 * luma_zero + beta_12;
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chroma_pred_12 = clamp(chroma_pred_12, 0.0, 1.0);
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output_pix.xy = mix(chroma_spatial, chroma_pred_12, pow(corr, vec2(2.0)) / 2.0);
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// Replace this with chroma_min and chroma_max if you want AR
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// output_pix.yz = clamp(output_pix.yz, chroma_min, chroma_max);
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output_pix.xy = clamp(output_pix.xy, 0.0, 1.0);
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return output_pix;
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} |