mpv-conf/shaders/ravu-lite-r2.glsl

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2021-12-03 20:50:08 +08:00
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//!DESC RAVU-Lite (r2, compute)
//!HOOK LUMA
//!BIND HOOKED
//!BIND ravu_lite_lut2
//!WIDTH 2 HOOKED.w *
//!HEIGHT 2 HOOKED.h *
//!WHEN HOOKED.w OUTPUT.w / 0.707106 < HOOKED.h OUTPUT.h / 0.707106 < *
//!COMPUTE 64 16 32 8
shared float inp[340];
void hook() {
ivec2 group_base = ivec2(gl_WorkGroupID) * ivec2(gl_WorkGroupSize);
int local_pos = int(gl_LocalInvocationID.x) * 10 + int(gl_LocalInvocationID.y);
for (int id = int(gl_LocalInvocationIndex); id < 340; id += int(gl_WorkGroupSize.x * gl_WorkGroupSize.y)) {
int x = id / 10, y = id % 10;
inp[id] = HOOKED_tex(HOOKED_pt * vec2(float(group_base.x+x)+(-0.5), float(group_base.y+y)+(-0.5))).x;
}
groupMemoryBarrier();
barrier();
vec3 abd = vec3(0.0);
float gx, gy;
gx = (inp[local_pos + 10]-inp[local_pos + 0]);
gy = (inp[local_pos + 1]-inp[local_pos + 0]);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.1018680644198163;
gx = (inp[local_pos + 11]-inp[local_pos + 1]);
gy = (inp[local_pos + 2]-inp[local_pos + 0])/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.11543163961422666;
gx = (inp[local_pos + 12]-inp[local_pos + 2]);
gy = (inp[local_pos + 2]-inp[local_pos + 1]);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.1018680644198163;
gx = (inp[local_pos + 20]-inp[local_pos + 0])/2.0;
gy = (inp[local_pos + 11]-inp[local_pos + 10]);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.11543163961422666;
gx = (inp[local_pos + 21]-inp[local_pos + 1])/2.0;
gy = (inp[local_pos + 12]-inp[local_pos + 10])/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.13080118386382833;
gx = (inp[local_pos + 22]-inp[local_pos + 2])/2.0;
gy = (inp[local_pos + 12]-inp[local_pos + 11]);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.11543163961422666;
gx = (inp[local_pos + 20]-inp[local_pos + 10]);
gy = (inp[local_pos + 21]-inp[local_pos + 20]);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.1018680644198163;
gx = (inp[local_pos + 21]-inp[local_pos + 11]);
gy = (inp[local_pos + 22]-inp[local_pos + 20])/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.11543163961422666;
gx = (inp[local_pos + 22]-inp[local_pos + 12]);
gy = (inp[local_pos + 22]-inp[local_pos + 21]);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.1018680644198163;
float a = abd.x, b = abd.y, d = abd.z;
float T = a + d, D = a * d - b * b;
float delta = sqrt(max(T * T / 4.0 - D, 0.0));
float L1 = T / 2.0 + delta, L2 = T / 2.0 - delta;
float sqrtL1 = sqrt(L1), sqrtL2 = sqrt(L2);
float theta = mix(mod(atan(L1 - a, b) + 3.141592653589793, 3.141592653589793), 0.0, abs(b) < 1.192092896e-7);
float lambda = sqrtL1;
float mu = mix((sqrtL1 - sqrtL2) / (sqrtL1 + sqrtL2), 0.0, sqrtL1 + sqrtL2 < 1.192092896e-7);
float angle = floor(theta * 24.0 / 3.141592653589793);
float strength = mix(mix(0.0, 1.0, lambda >= 0.004), mix(2.0, 3.0, lambda >= 0.05), lambda >= 0.016);
float coherence = mix(mix(0.0, 1.0, mu >= 0.25), 2.0, mu >= 0.5);
float coord_y = ((angle * 4.0 + strength) * 3.0 + coherence + 0.5) / 288.0;
vec4 res = vec4(0.0), w;
w = texture(ravu_lite_lut2, vec2(0.1, coord_y));
res += inp[local_pos + 0] * w + inp[local_pos + 22] * w.wzyx;
w = texture(ravu_lite_lut2, vec2(0.3, coord_y));
res += inp[local_pos + 1] * w + inp[local_pos + 21] * w.wzyx;
w = texture(ravu_lite_lut2, vec2(0.5, coord_y));
res += inp[local_pos + 2] * w + inp[local_pos + 20] * w.wzyx;
w = texture(ravu_lite_lut2, vec2(0.7, coord_y));
res += inp[local_pos + 10] * w + inp[local_pos + 12] * w.wzyx;
w = texture(ravu_lite_lut2, vec2(0.9, coord_y));
res += inp[local_pos + 11] * w;
res = clamp(res, 0.0, 1.0);
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 2 + ivec2(0, 0), vec4(res[0], 0.0, 0.0, 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 2 + ivec2(0, 1), vec4(res[1], 0.0, 0.0, 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 2 + ivec2(1, 0), vec4(res[2], 0.0, 0.0, 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 2 + ivec2(1, 1), vec4(res[3], 0.0, 0.0, 0.0));
}
//!TEXTURE ravu_lite_lut2
//!SIZE 5 288
//!FORMAT rgba16hf
//!FILTER NEAREST
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