// 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; }