my-guix/.config/mpv/scripts/shaders/CfL_Prediction.glsl

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// Revised 02/02/2024
// https://github.com/Artoriuz/glsl-chroma-from-luma-prediction
//
// 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 LUMA
//!BIND HOOKED
//!SAVE LUMA_LOWRES
//!WIDTH CHROMA.w
//!HEIGHT CHROMA.h
//!WHEN CHROMA.w LUMA.w <
//!DESC Chroma From Luma Prediction (Downscaling Luma)
vec4 hook() {
return LUMA_texOff(0.0);
}
//!HOOK CHROMA
//!BIND HOOKED
//!BIND LUMA
//!BIND LUMA_LOWRES
//!WHEN CHROMA.w LUMA.w <
//!WIDTH LUMA.w
//!HEIGHT LUMA.h
//!OFFSET ALIGN
//!DESC Chroma From Luma Prediction (Upscaling Chroma)
#define USE_12_TAP_REGRESSION 1
#define USE_8_TAP_REGRESSIONS 1
#define DEBUG 0
float comp_wd(vec2 v) {
float d = min(length(v), 2.0);
float d2 = d * d;
float d3 = d2 * d;
if (d < 1.0) {
return 1.25 * d3 - 2.25 * d2 + 1.0;
} else {
return -0.75 * d3 + 3.75 * d2 - 6.0 * d + 3.0;
}
}
vec4 hook() {
float ar_strength = 0.8;
vec2 mix_coeff = vec2(1.0);
vec2 corr_exponent = vec2(8.0);
vec4 output_pix = vec4(0.0, 0.0, 0.0, 1.0);
float luma_zero = LUMA_texOff(0.0).x;
vec2 pp = HOOKED_pos * HOOKED_size - vec2(0.5);
vec2 fp = floor(pp);
pp -= fp;
#ifdef HOOKED_gather
vec2 quad_idx[4] = {{0.0, 0.0}, {2.0, 0.0}, {0.0, 2.0}, {2.0, 2.0}};
vec4 luma_quads[4];
vec4 chroma_quads[4][2];
for (int i = 0; i < 4; i++) {
luma_quads[i] = LUMA_LOWRES_gather(vec2((fp + quad_idx[i]) * HOOKED_pt), 0);
chroma_quads[i][0] = HOOKED_gather(vec2((fp + quad_idx[i]) * HOOKED_pt), 0);
chroma_quads[i][1] = HOOKED_gather(vec2((fp + quad_idx[i]) * HOOKED_pt), 1);
}
vec2 chroma_pixels[16];
chroma_pixels[0] = vec2(chroma_quads[0][0].w, chroma_quads[0][1].w);
chroma_pixels[1] = vec2(chroma_quads[0][0].z, chroma_quads[0][1].z);
chroma_pixels[2] = vec2(chroma_quads[1][0].w, chroma_quads[1][1].w);
chroma_pixels[3] = vec2(chroma_quads[1][0].z, chroma_quads[1][1].z);
chroma_pixels[4] = vec2(chroma_quads[0][0].x, chroma_quads[0][1].x);
chroma_pixels[5] = vec2(chroma_quads[0][0].y, chroma_quads[0][1].y);
chroma_pixels[6] = vec2(chroma_quads[1][0].x, chroma_quads[1][1].x);
chroma_pixels[7] = vec2(chroma_quads[1][0].y, chroma_quads[1][1].y);
chroma_pixels[8] = vec2(chroma_quads[2][0].w, chroma_quads[2][1].w);
chroma_pixels[9] = vec2(chroma_quads[2][0].z, chroma_quads[2][1].z);
chroma_pixels[10] = vec2(chroma_quads[3][0].w, chroma_quads[3][1].w);
chroma_pixels[11] = vec2(chroma_quads[3][0].z, chroma_quads[3][1].z);
chroma_pixels[12] = vec2(chroma_quads[2][0].x, chroma_quads[2][1].x);
chroma_pixels[13] = vec2(chroma_quads[2][0].y, chroma_quads[2][1].y);
chroma_pixels[14] = vec2(chroma_quads[3][0].x, chroma_quads[3][1].x);
chroma_pixels[15] = vec2(chroma_quads[3][0].y, chroma_quads[3][1].y);
float luma_pixels[16];
luma_pixels[0] = luma_quads[0].w;
luma_pixels[1] = luma_quads[0].z;
luma_pixels[2] = luma_quads[1].w;
luma_pixels[3] = luma_quads[1].z;
luma_pixels[4] = luma_quads[0].x;
luma_pixels[5] = luma_quads[0].y;
luma_pixels[6] = luma_quads[1].x;
luma_pixels[7] = luma_quads[1].y;
luma_pixels[8] = luma_quads[2].w;
luma_pixels[9] = luma_quads[2].z;
luma_pixels[10] = luma_quads[3].w;
luma_pixels[11] = luma_quads[3].z;
luma_pixels[12] = luma_quads[2].x;
luma_pixels[13] = luma_quads[2].y;
luma_pixels[14] = luma_quads[3].x;
luma_pixels[15] = luma_quads[3].y;
#else
vec2 pix_idx[16] = {{-0.5,-0.5}, {0.5,-0.5}, {1.5,-0.5}, {2.5,-0.5},
{-0.5, 0.5}, {0.5, 0.5}, {1.5, 0.5}, {2.5, 0.5},
{-0.5, 1.5}, {0.5, 1.5}, {1.5, 1.5}, {2.5, 1.5},
{-0.5, 2.5}, {0.5, 2.5}, {1.5, 2.5}, {2.5, 2.5}};
float luma_pixels[16];
vec2 chroma_pixels[16];
for (int i = 0; i < 16; i++) {
luma_pixels[i] = LUMA_LOWRES_tex(vec2((fp + pix_idx[i]) * HOOKED_pt)).x;
chroma_pixels[i] = HOOKED_tex(vec2((fp + pix_idx[i]) * HOOKED_pt)).xy;
}
#endif
#if (DEBUG == 1)
vec2 chroma_spatial = vec2(0.5);
mix_coeff = vec2(1.0);
#else
float wd[16];
float wt = 0.0;
vec2 ct = vec2(0.0);
vec2 chroma_min = min(min(min(chroma_pixels[5], chroma_pixels[6]), chroma_pixels[9]), chroma_pixels[10]);
vec2 chroma_max = max(max(max(chroma_pixels[5], chroma_pixels[6]), chroma_pixels[9]), chroma_pixels[10]);
const int dx[16] = {-1, 0, 1, 2, -1, 0, 1, 2, -1, 0, 1, 2, -1, 0, 1, 2};
const int dy[16] = {-1, -1, -1, -1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2};
for (int i = 0; i < 16; i++) {
wd[i] = comp_wd(vec2(dx[i], dy[i]) - pp);
wt += wd[i];
ct += wd[i] * chroma_pixels[i];
}
vec2 chroma_spatial = ct / wt;
chroma_spatial = clamp(mix(chroma_spatial, clamp(chroma_spatial, chroma_min, chroma_max), ar_strength), 0.0, 1.0);
#endif
#if (USE_12_TAP_REGRESSION == 1 || USE_8_TAP_REGRESSIONS == 1)
const int i12[12] = {1, 2, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14};
const int i4y[4] = {1, 2, 13, 14};
const int i4x[4] = {4, 7, 8, 11};
const int i4[4] = {5, 6, 9, 10};
float luma_sum_4 = 0.0;
float luma_sum_4y = 0.0;
float luma_sum_4x = 0.0;
vec2 chroma_sum_4 = vec2(0.0);
vec2 chroma_sum_4y = vec2(0.0);
vec2 chroma_sum_4x = vec2(0.0);
for (int i = 0; i < 4; i++) {
luma_sum_4 += luma_pixels[i4[i]];
luma_sum_4y += luma_pixels[i4y[i]];
luma_sum_4x += luma_pixels[i4x[i]];
chroma_sum_4 += chroma_pixels[i4[i]];
chroma_sum_4y += chroma_pixels[i4y[i]];
chroma_sum_4x += chroma_pixels[i4x[i]];
}
float luma_avg_12 = (luma_sum_4 + luma_sum_4y + luma_sum_4x) / 12.0;
float luma_var_12 = 0.0;
vec2 chroma_avg_12 = (chroma_sum_4 + chroma_sum_4y + chroma_sum_4x) / 12.0;
vec2 chroma_var_12 = vec2(0.0);
vec2 luma_chroma_cov_12 = vec2(0.0);
for (int i = 0; i < 12; i++) {
luma_var_12 += pow(luma_pixels[i12[i]] - luma_avg_12, 2.0);
chroma_var_12 += pow(chroma_pixels[i12[i]] - chroma_avg_12, vec2(2.0));
luma_chroma_cov_12 += (luma_pixels[i12[i]] - luma_avg_12) * (chroma_pixels[i12[i]] - chroma_avg_12);
}
vec2 corr = clamp(abs(luma_chroma_cov_12 / max(sqrt(luma_var_12 * chroma_var_12), 1e-6)), 0.0, 1.0);
mix_coeff = pow(corr, corr_exponent) * mix_coeff;
#endif
#if (USE_12_TAP_REGRESSION == 1)
vec2 alpha_12 = luma_chroma_cov_12 / max(luma_var_12, 1e-6);
vec2 beta_12 = chroma_avg_12 - alpha_12 * luma_avg_12;
vec2 chroma_pred_12 = clamp(alpha_12 * luma_zero + beta_12, 0.0, 1.0);
#endif
#if (USE_8_TAP_REGRESSIONS == 1)
const int i8y[8] = {1, 2, 5, 6, 9, 10, 13, 14};
const int i8x[8] = {4, 5, 6, 7, 8, 9, 10, 11};
float luma_avg_8y = (luma_sum_4 + luma_sum_4y) / 8.0;
float luma_avg_8x = (luma_sum_4 + luma_sum_4x) / 8.0;
float luma_var_8y = 0.0;
float luma_var_8x = 0.0;
vec2 chroma_avg_8y = (chroma_sum_4 + chroma_sum_4y) / 8.0;
vec2 chroma_avg_8x = (chroma_sum_4 + chroma_sum_4x) / 8.0;
vec2 luma_chroma_cov_8y = vec2(0.0);
vec2 luma_chroma_cov_8x = vec2(0.0);
for (int i = 0; i < 8; i++) {
luma_var_8y += pow(luma_pixels[i8y[i]] - luma_avg_8y, 2.0);
luma_var_8x += pow(luma_pixels[i8x[i]] - luma_avg_8x, 2.0);
luma_chroma_cov_8y += (luma_pixels[i8y[i]] - luma_avg_8y) * (chroma_pixels[i8y[i]] - chroma_avg_8y);
luma_chroma_cov_8x += (luma_pixels[i8x[i]] - luma_avg_8x) * (chroma_pixels[i8x[i]] - chroma_avg_8x);
}
vec2 alpha_8y = luma_chroma_cov_8y / max(luma_var_8y, 1e-6);
vec2 alpha_8x = luma_chroma_cov_8x / max(luma_var_8x, 1e-6);
vec2 beta_8y = chroma_avg_8y - alpha_8y * luma_avg_8y;
vec2 beta_8x = chroma_avg_8x - alpha_8x * luma_avg_8x;
vec2 chroma_pred_8y = clamp(alpha_8y * luma_zero + beta_8y, 0.0, 1.0);
vec2 chroma_pred_8x = clamp(alpha_8x * luma_zero + beta_8x, 0.0, 1.0);
vec2 chroma_pred_8 = mix(chroma_pred_8y, chroma_pred_8x, 0.5);
#endif
#if (USE_12_TAP_REGRESSION == 1 && USE_8_TAP_REGRESSIONS == 1)
output_pix.xy = mix(chroma_spatial, mix(chroma_pred_12, chroma_pred_8, 0.5), mix_coeff);
#elif (USE_12_TAP_REGRESSION == 1 && USE_8_TAP_REGRESSIONS == 0)
output_pix.xy = mix(chroma_spatial, chroma_pred_12, mix_coeff);
#elif (USE_12_TAP_REGRESSION == 0 && USE_8_TAP_REGRESSIONS == 1)
output_pix.xy = mix(chroma_spatial, chroma_pred_8, mix_coeff);
#else
output_pix.xy = chroma_spatial;
#endif
output_pix.xy = clamp(output_pix.xy, 0.0, 1.0);
return output_pix;
}