213 lines
5.5 KiB
GLSL
213 lines
5.5 KiB
GLSL
// SSimDownscaler by Shiandow
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 3.0 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library.
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//!HOOK POSTKERNEL
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//!BIND HOOKED
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//!BIND PREKERNEL
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//!SAVE L2
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//!WIDTH NATIVE_CROPPED.w
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//!WHEN NATIVE_CROPPED.h POSTKERNEL.h >
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//!COMPONENTS 3
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//!DESC SSimDownscaler L2 pass 1
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#define axis 1
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#define offset vec2(0,0)
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#define MN(B,C,x) (x < 1.0 ? ((2.-1.5*B-(C))*x + (-3.+2.*B+C))*x*x + (1.-(B)/3.) : (((-(B)/6.-(C))*x + (B+5.*C))*x + (-2.*B-8.*C))*x+((4./3.)*B+4.*C))
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#define Kernel(x) MN(.0, .5, abs(x))
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#define taps 2.0
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vec4 hook() {
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vec2 base = PREKERNEL_pt * (PREKERNEL_pos * input_size + tex_offset);
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float low = ceil((PREKERNEL_pos - taps*POSTKERNEL_pt) * input_size - offset + tex_offset - 0.5)[axis];
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float high = floor((PREKERNEL_pos + taps*POSTKERNEL_pt) * input_size - offset + tex_offset - 0.5)[axis];
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float W = 0.0;
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vec4 avg = vec4(0);
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vec2 pos = base;
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for (float k = low; k <= high; k++) {
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pos[axis] = PREKERNEL_pt[axis] * (k - offset[axis] + 0.5);
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float rel = (pos[axis] - base[axis])*POSTKERNEL_size[axis];
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float w = Kernel(rel);
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avg += w * pow(textureLod(PREKERNEL_raw, pos, 0.0) * PREKERNEL_mul, vec4(2.0));
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W += w;
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}
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avg /= W;
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return avg;
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}
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//!HOOK POSTKERNEL
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//!BIND HOOKED
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//!BIND L2
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//!SAVE L2
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//!WHEN NATIVE_CROPPED.w POSTKERNEL.w >
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//!COMPONENTS 3
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//!DESC SSimDownscaler L2 pass 2
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#define axis 0
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#define offset vec2(0,0)
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#define MN(B,C,x) (x < 1.0 ? ((2.-1.5*B-(C))*x + (-3.+2.*B+C))*x*x + (1.-(B)/3.) : (((-(B)/6.-(C))*x + (B+5.*C))*x + (-2.*B-8.*C))*x+((4./3.)*B+4.*C))
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#define Kernel(x) MN(.0, .5, abs(x))
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#define taps 2.0
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vec4 hook() {
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float low = ceil((L2_pos - taps*POSTKERNEL_pt) * L2_size - offset - 0.5)[axis];
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float high = floor((L2_pos + taps*POSTKERNEL_pt) * L2_size - offset - 0.5)[axis];
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float W = 0.0;
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vec4 avg = vec4(0);
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vec2 pos = L2_pos;
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for (float k = low; k <= high; k++) {
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pos[axis] = L2_pt[axis] * (k - offset[axis] + 0.5);
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float rel = (pos[axis] - L2_pos[axis])*POSTKERNEL_size[axis];
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float w = Kernel(rel);
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avg += w * textureLod(L2_raw, pos, 0.0) * L2_mul;
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W += w;
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}
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avg /= W;
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return avg;
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}
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//!HOOK POSTKERNEL
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//!BIND HOOKED
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//!BIND L2
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//!SAVE MR
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//!WHEN NATIVE_CROPPED.h POSTKERNEL.h >
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//!COMPONENTS 4
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//!DESC SSimDownscaler mean & R
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#define sigma_nsq 49. / (255.*255.)
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#define locality 2.0
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#define offset vec2(0,0)
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#define Kernel(x) pow(1.0 / locality, abs(x))
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#define taps 3.0
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#define Luma(rgb) ( dot(rgb, vec3(0.2126, 0.7152, 0.0722)) )
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mat3x3 ScaleH(vec2 pos) {
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float low = ceil(-0.5*taps - offset)[0];
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float high = floor(0.5*taps - offset)[0];
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float W = 0.0;
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mat3x3 avg = mat3x3(0);
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for (float k = low; k <= high; k++) {
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pos[0] = HOOKED_pos[0] + HOOKED_pt[0] * k;
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float rel = k + offset[0];
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float w = Kernel(rel);
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vec3 L = POSTKERNEL_tex(pos).rgb;
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avg += w * mat3x3(L, L*L, L2_tex(pos).rgb);
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W += w;
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}
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avg /= W;
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return avg;
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}
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vec4 hook() {
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vec2 pos = HOOKED_pos;
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float low = ceil(-0.5*taps - offset)[1];
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float high = floor(0.5*taps - offset)[1];
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float W = 0.0;
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mat3x3 avg = mat3x3(0);
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for (float k = low; k <= high; k++) {
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pos[1] = HOOKED_pos[1] + HOOKED_pt[1] * k;
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float rel = k + offset[1];
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float w = Kernel(rel);
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avg += w * ScaleH(pos);
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W += w;
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}
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avg /= W;
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float Sl = Luma(max(avg[1] - avg[0] * avg[0], 0.)) + sigma_nsq;
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float Sh = Luma(max(avg[2] - avg[0] * avg[0], 0.)) + sigma_nsq;
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return vec4(avg[0], sqrt(Sh / Sl));
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}
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//!HOOK POSTKERNEL
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//!BIND HOOKED
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//!BIND MR
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//!WHEN NATIVE_CROPPED.h POSTKERNEL.h >
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//!DESC SSimDownscaler final pass
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#define locality 2.0
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#define offset vec2(0,0)
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#define Kernel(x) pow(1.0 / locality, abs(x))
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#define taps 3.0
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#define Gamma(x) ( pow(x, vec3(1.0/2.0)) )
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#define GammaInv(x) ( pow(clamp(x, 0.0, 1.0), vec3(2.0)) )
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mat3x3 ScaleH(vec2 pos) {
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float low = ceil(-0.5*taps - offset)[0];
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float high = floor(0.5*taps - offset)[0];
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float W = 0.0;
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mat3x3 avg = mat3x3(0);
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for (float k = low; k <= high; k++) {
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pos[0] = HOOKED_pos[0] + HOOKED_pt[0] * k;
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float rel = k + offset[0];
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float w = Kernel(rel);
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vec4 MR = MR_tex(pos);
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avg += w * mat3x3(MR.a*MR.rgb, MR.rgb, MR.aaa);
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W += w;
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}
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avg /= W;
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return avg;
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}
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vec4 hook() {
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vec2 pos = HOOKED_pos;
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float low = ceil(-0.5*taps - offset)[1];
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float high = floor(0.5*taps - offset)[1];
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float W = 0.0;
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mat3x3 avg = mat3x3(0);
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for (float k = low; k <= high; k++) {
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pos[1] = HOOKED_pos[1] + HOOKED_pt[1] * k;
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float rel = k + offset[1];
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float w = Kernel(rel);
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avg += w * ScaleH(pos);
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W += w;
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}
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avg /= W;
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vec4 L = POSTKERNEL_texOff(0);
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return vec4(avg[1] + avg[2] * L.rgb - avg[0], L.a);
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}
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