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79 lines
2.8 KiB
GLSL
Executable file
79 lines
2.8 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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//!PARAM intensity_coeff
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//!TYPE float
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//!MINIMUM 0.0
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512.0
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//!HOOK CHROMA
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//!BIND LUMA
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//!BIND CHROMA
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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 Fast Bilateral (Upscaling Chroma)
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float comp_wi(float distance) {
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return exp(-intensity_coeff * distance * distance);
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}
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vec4 hook() {
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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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float luma_00 = LUMA_texOff(0).x;
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vec2 chroma_11 = CHROMA_tex(vec2(fp + vec2(0.5)) * CHROMA_pt).xy;
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vec2 chroma_12 = CHROMA_tex(vec2(fp + vec2(0.5, 1.5)) * CHROMA_pt).xy;
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vec2 chroma_21 = CHROMA_tex(vec2(fp + vec2(1.5, 0.5)) * CHROMA_pt).xy;
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vec2 chroma_22 = CHROMA_tex(vec2(fp + vec2(1.5, 1.5)) * CHROMA_pt).xy;
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float luma_11 = LUMA_tex(vec2(fp + vec2(0.5)) * CHROMA_pt).x;
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float luma_12 = LUMA_tex(vec2(fp + vec2(0.5, 1.5)) * CHROMA_pt).x;
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float luma_21 = LUMA_tex(vec2(fp + vec2(1.5, 0.5)) * CHROMA_pt).x;
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float luma_22 = LUMA_tex(vec2(fp + vec2(1.5, 1.5)) * CHROMA_pt).x;
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float wd11 = (1 - pp.y) * (1 - pp.x);
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float wd12 = pp.y * (1 - pp.x);
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float wd21 = (1 - pp.y) * pp.x;
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float wd22 = pp.y * pp.x;
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float wi11 = comp_wi(abs(luma_00 - luma_11));
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float wi12 = comp_wi(abs(luma_00 - luma_12));
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float wi21 = comp_wi(abs(luma_00 - luma_21));
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float wi22 = comp_wi(abs(luma_00 - luma_22));
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float w11 = wd11 * wi11;
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float w12 = wd12 * wi12;
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float w21 = wd21 * wi21;
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float w22 = wd22 * wi22;
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vec2 ct = chroma_11 * w11 + chroma_12 * w12 + chroma_21 * w21 + chroma_22 * w22;
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float wt = w11 + w12 + w21 + w22;
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vec4 output_pix = vec4(0.0, 0.0, 0.0, 1.0);
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output_pix.xy = ct / wt;
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return output_pix;
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}
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