dotfiles/.config/mpv/shaders/CfL_Prediction_4tap.glsl
2023-10-14 22:16:26 +02:00

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9 KiB
GLSL
Executable file

// 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.
//!HOOK CHROMA
//!BIND CHROMA
//!BIND LUMA
//!SAVE LUMA_LOWRES
//!WIDTH CHROMA.w
//!HEIGHT LUMA.h
//!WHEN CHROMA.w LUMA.w <
//!DESC Chroma From Luma Prediction (Downscaling Luma 1st Step)
vec4 hook() {
float factor = ceil(LUMA_size.x / CHROMA_size.x);
int start = int(ceil(-factor - 0.5));
int end = int(floor(factor - 0.5));
float filter_end = float(end) + 1.5;
float output_luma = 0.0;
float wt = 0.0;
for (int dx = start; dx <= end; dx++) {
float luma_pix = LUMA_texOff(vec2(dx + 0.5, 0.0)).x;
float wd = smoothstep(0.0, filter_end, filter_end - length(vec2(dx + 0.5, 0.0)));
output_luma += luma_pix * wd;
wt += wd;
}
vec4 output_pix = vec4(output_luma / wt, 0.0, 0.0, 1.0);
return output_pix;
}
//!HOOK CHROMA
//!BIND CHROMA
//!BIND LUMA_LOWRES
//!SAVE LUMA_LOWRES
//!WIDTH CHROMA.w
//!HEIGHT CHROMA.h
//!WHEN CHROMA.w LUMA.w <
//!DESC Chroma From Luma Prediction (Downscaling Luma 2nd Step)
vec4 hook() {
float factor = ceil(LUMA_LOWRES_size.y / CHROMA_size.y);
int start = int(ceil(-factor - 0.5));
int end = int(floor(factor - 0.5));
float filter_end = float(end) + 1.5;
float output_luma = 0.0;
float wt = 0.0;
for (int dy = start; dy <= end; dy++) {
float luma_pix = LUMA_LOWRES_texOff(vec2(0.0, dy + 0.5)).x;
float wd = smoothstep(0.0, filter_end, filter_end - length(vec2(0.0, dy + 0.5)));
output_luma += luma_pix * wd;
wt += wd;
}
vec4 output_pix = vec4(output_luma / wt, 0.0, 0.0, 1.0);
return output_pix;
}
//!HOOK CHROMA
//!BIND CHROMA
//!BIND LUMA
//!BIND LUMA_LOWRES
//!WHEN CHROMA.w LUMA.w <
//!WIDTH LUMA.w
//!HEIGHT LUMA.h
//!OFFSET ALIGN
//!DESC Chroma From Luma Prediction (4-tap, Upscaling Chroma)
float comp_wd(vec2 distance) {
float d = min(length(distance), 2.0);
if (d < 1.0) {
return (6.0 + d * d * (-15.0 + d * 9.0)) / 6.0;
} else {
return (12.0 + d * (-24.0 + d * (15.0 + d * -3.0))) / 6.0;
}
}
vec4 hook() {
float division_limit = 1e-4;
vec4 output_pix = vec4(0.0, 0.0, 0.0, 1.0);
float luma_zero = LUMA_texOff(0.0).x;
vec2 pp = CHROMA_pos * CHROMA_size - vec2(0.5);
vec2 fp = floor(pp);
pp -= fp;
vec2 chroma_pixels[12];
chroma_pixels[0] = CHROMA_tex(vec2((fp + vec2(0.5, -0.5)) * CHROMA_pt)).xy;
chroma_pixels[1] = CHROMA_tex(vec2((fp + vec2(1.5, -0.5)) * CHROMA_pt)).xy;
chroma_pixels[2] = CHROMA_tex(vec2((fp + vec2(-0.5, 0.5)) * CHROMA_pt)).xy;
chroma_pixels[3] = CHROMA_tex(vec2((fp + vec2( 0.5, 0.5)) * CHROMA_pt)).xy;
chroma_pixels[4] = CHROMA_tex(vec2((fp + vec2( 1.5, 0.5)) * CHROMA_pt)).xy;
chroma_pixels[5] = CHROMA_tex(vec2((fp + vec2( 2.5, 0.5)) * CHROMA_pt)).xy;
chroma_pixels[6] = CHROMA_tex(vec2((fp + vec2(-0.5, 1.5)) * CHROMA_pt)).xy;
chroma_pixels[7] = CHROMA_tex(vec2((fp + vec2( 0.5, 1.5)) * CHROMA_pt)).xy;
chroma_pixels[8] = CHROMA_tex(vec2((fp + vec2( 1.5, 1.5)) * CHROMA_pt)).xy;
chroma_pixels[9] = CHROMA_tex(vec2((fp + vec2( 2.5, 1.5)) * CHROMA_pt)).xy;
chroma_pixels[10] = CHROMA_tex(vec2((fp + vec2(0.5, 2.5) ) * CHROMA_pt)).xy;
chroma_pixels[11] = CHROMA_tex(vec2((fp + vec2(1.5, 2.5) ) * CHROMA_pt)).xy;
float luma_pixels[12];
luma_pixels[0] = LUMA_LOWRES_tex(vec2((fp + vec2(0.5, -0.5)) * CHROMA_pt)).x;
luma_pixels[1] = LUMA_LOWRES_tex(vec2((fp + vec2(1.5, -0.5)) * CHROMA_pt)).x;
luma_pixels[2] = LUMA_LOWRES_tex(vec2((fp + vec2(-0.5, 0.5)) * CHROMA_pt)).x;
luma_pixels[3] = LUMA_LOWRES_tex(vec2((fp + vec2( 0.5, 0.5)) * CHROMA_pt)).x;
luma_pixels[4] = LUMA_LOWRES_tex(vec2((fp + vec2( 1.5, 0.5)) * CHROMA_pt)).x;
luma_pixels[5] = LUMA_LOWRES_tex(vec2((fp + vec2( 2.5, 0.5)) * CHROMA_pt)).x;
luma_pixels[6] = LUMA_LOWRES_tex(vec2((fp + vec2(-0.5, 1.5)) * CHROMA_pt)).x;
luma_pixels[7] = LUMA_LOWRES_tex(vec2((fp + vec2( 0.5, 1.5)) * CHROMA_pt)).x;
luma_pixels[8] = LUMA_LOWRES_tex(vec2((fp + vec2( 1.5, 1.5)) * CHROMA_pt)).x;
luma_pixels[9] = LUMA_LOWRES_tex(vec2((fp + vec2( 2.5, 1.5)) * CHROMA_pt)).x;
luma_pixels[10] = LUMA_LOWRES_tex(vec2((fp + vec2(0.5, 2.5) ) * CHROMA_pt)).x;
luma_pixels[11] = LUMA_LOWRES_tex(vec2((fp + vec2(1.5, 2.5) ) * CHROMA_pt)).x;
vec2 chroma_min = vec2(1e8);
chroma_min = min(chroma_min, chroma_pixels[3]);
chroma_min = min(chroma_min, chroma_pixels[4]);
chroma_min = min(chroma_min, chroma_pixels[7]);
chroma_min = min(chroma_min, chroma_pixels[8]);
vec2 chroma_max = vec2(1e-8);
chroma_max = max(chroma_max, chroma_pixels[3]);
chroma_max = max(chroma_max, chroma_pixels[4]);
chroma_max = max(chroma_max, chroma_pixels[7]);
chroma_max = max(chroma_max, chroma_pixels[8]);
float wd[12];
wd[0] = comp_wd(vec2( 0.0,-1.0) - pp);
wd[1] = comp_wd(vec2( 1.0,-1.0) - pp);
wd[2] = comp_wd(vec2(-1.0, 0.0) - pp);
wd[3] = comp_wd(vec2( 0.0, 0.0) - pp);
wd[4] = comp_wd(vec2( 1.0, 0.0) - pp);
wd[5] = comp_wd(vec2( 2.0, 0.0) - pp);
wd[6] = comp_wd(vec2(-1.0, 1.0) - pp);
wd[7] = comp_wd(vec2( 0.0, 1.0) - pp);
wd[8] = comp_wd(vec2( 1.0, 1.0) - pp);
wd[9] = comp_wd(vec2( 2.0, 1.0) - pp);
wd[10] = comp_wd(vec2( 0.0, 2.0) - pp);
wd[11] = comp_wd(vec2( 1.0, 2.0) - pp);
float wt = 0.0;
for (int i = 0; i < 12; i++) {
wt += wd[i];
}
vec2 ct = vec2(0.0);
for (int i = 0; i < 12; i++) {
ct += wd[i] * chroma_pixels[i];
}
vec2 chroma_spatial = ct / wt;
chroma_spatial = clamp(chroma_spatial, chroma_min, chroma_max);
float luma_avg_4 = 0.0;
luma_avg_4 += luma_pixels[3];
luma_avg_4 += luma_pixels[4];
luma_avg_4 += luma_pixels[7];
luma_avg_4 += luma_pixels[8];
luma_avg_4 /= 4.0;
float luma_var_4 = 0.0;
luma_var_4 += pow(luma_pixels[3] - luma_avg_4, 2.0);
luma_var_4 += pow(luma_pixels[4] - luma_avg_4, 2.0);
luma_var_4 += pow(luma_pixels[7] - luma_avg_4, 2.0);
luma_var_4 += pow(luma_pixels[8] - luma_avg_4, 2.0);
vec2 chroma_avg_4 = vec2(0.0);
chroma_avg_4 += chroma_pixels[3];
chroma_avg_4 += chroma_pixels[4];
chroma_avg_4 += chroma_pixels[7];
chroma_avg_4 += chroma_pixels[8];
chroma_avg_4 /= 4.0;
vec2 luma_chroma_cov_4 = vec2(0.0);
luma_chroma_cov_4 += (luma_pixels[3] - luma_avg_4) * (chroma_pixels[3] - chroma_avg_4);
luma_chroma_cov_4 += (luma_pixels[4] - luma_avg_4) * (chroma_pixels[4] - chroma_avg_4);
luma_chroma_cov_4 += (luma_pixels[7] - luma_avg_4) * (chroma_pixels[7] - chroma_avg_4);
luma_chroma_cov_4 += (luma_pixels[8] - luma_avg_4) * (chroma_pixels[8] - chroma_avg_4);
vec2 alpha_4 = luma_chroma_cov_4 / max(luma_var_4, division_limit);
vec2 beta_4 = chroma_avg_4 - alpha_4 * luma_avg_4;
vec2 chroma_pred_4 = alpha_4 * luma_zero + beta_4;
chroma_pred_4 = clamp(chroma_pred_4, 0.0, 1.0);
float luma_avg_12 = 0.0;
for(int i = 0; i < 12; i++) {
luma_avg_12 += luma_pixels[i];
}
luma_avg_12 /= 12.0;
float luma_var_12 = 0.0;
for(int i = 0; i < 12; i++) {
luma_var_12 += pow(luma_pixels[i] - luma_avg_12, 2.0);
}
vec2 chroma_avg_12 = vec2(0.0);
for(int i = 0; i < 12; i++) {
chroma_avg_12 += chroma_pixels[i];
}
chroma_avg_12 /= 12.0;
vec2 chroma_var_12 = vec2(0.0);
for(int i = 0; i < 12; i++) {
chroma_var_12 += pow(chroma_pixels[i] - chroma_avg_12, vec2(2.0));
}
vec2 luma_chroma_cov_12 = vec2(0.0);
for(int i = 0; i < 12; i++) {
luma_chroma_cov_12 += (luma_pixels[i] - luma_avg_12) * (chroma_pixels[i] - chroma_avg_12);
}
vec2 corr = abs(luma_chroma_cov_12 / max(sqrt(luma_var_12 * chroma_var_12), division_limit));
corr = clamp(corr, 0.0, 1.0);
output_pix.xy = mix(chroma_spatial, chroma_pred_4, pow(corr, vec2(2.0)) / 2.0);
// Replace this with chroma_min and chroma_max if you want AR
// output_pix.yz = clamp(output_pix.yz, chroma_min, chroma_max);
output_pix.xy = clamp(output_pix.xy, 0.0, 1.0);
return output_pix;
}