mpv-conf/shaders/ravu-r3-rgb.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 (step1, rgb, r3, compute)
//!HOOK MAIN
//!BIND HOOKED
//!BIND ravu_lut3
//!SAVE ravu_int11
//!WHEN HOOKED.w OUTPUT.w / 0.707106 < HOOKED.h OUTPUT.h / 0.707106 < *
//!COMPUTE 32 8
const vec3 color_primary = vec3(0.2126, 0.7152, 0.0722);
shared vec3 inp0[481];
shared float inp_luma0[481];
void hook() {
ivec2 group_base = ivec2(gl_WorkGroupID) * ivec2(gl_WorkGroupSize);
int local_pos = int(gl_LocalInvocationID.x) * 13 + int(gl_LocalInvocationID.y);
for (int id = int(gl_LocalInvocationIndex); id < 481; id += int(gl_WorkGroupSize.x * gl_WorkGroupSize.y)) {
int x = id / 13, y = id % 13;
inp0[id] = HOOKED_tex(HOOKED_pt * vec2(float(group_base.x+x)+(-1.5), float(group_base.y+y)+(-1.5))).xyz;
inp_luma0[id] = dot(inp0[id], color_primary);
}
groupMemoryBarrier();
barrier();
{
float luma6 = inp_luma0[local_pos + 13];
float luma7 = inp_luma0[local_pos + 14];
float luma8 = inp_luma0[local_pos + 15];
float luma9 = inp_luma0[local_pos + 16];
float luma10 = inp_luma0[local_pos + 17];
float luma11 = inp_luma0[local_pos + 18];
float luma1 = inp_luma0[local_pos + 1];
float luma12 = inp_luma0[local_pos + 26];
float luma13 = inp_luma0[local_pos + 27];
float luma14 = inp_luma0[local_pos + 28];
float luma15 = inp_luma0[local_pos + 29];
float luma2 = inp_luma0[local_pos + 2];
float luma16 = inp_luma0[local_pos + 30];
float luma17 = inp_luma0[local_pos + 31];
float luma18 = inp_luma0[local_pos + 39];
float luma3 = inp_luma0[local_pos + 3];
float luma19 = inp_luma0[local_pos + 40];
float luma20 = inp_luma0[local_pos + 41];
float luma21 = inp_luma0[local_pos + 42];
float luma22 = inp_luma0[local_pos + 43];
float luma23 = inp_luma0[local_pos + 44];
float luma4 = inp_luma0[local_pos + 4];
float luma24 = inp_luma0[local_pos + 52];
float luma25 = inp_luma0[local_pos + 53];
float luma26 = inp_luma0[local_pos + 54];
float luma27 = inp_luma0[local_pos + 55];
float luma28 = inp_luma0[local_pos + 56];
float luma29 = inp_luma0[local_pos + 57];
float luma31 = inp_luma0[local_pos + 66];
float luma32 = inp_luma0[local_pos + 67];
float luma33 = inp_luma0[local_pos + 68];
float luma34 = inp_luma0[local_pos + 69];
vec3 abd = vec3(0.0);
float gx, gy;
gx = (luma13-luma1)/2.0;
gy = (luma8-luma6)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
gx = (luma14-luma2)/2.0;
gy = (-luma10+8.0*luma9-8.0*luma7+luma6)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma15-luma3)/2.0;
gy = (-luma11+8.0*luma10-8.0*luma8+luma7)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma16-luma4)/2.0;
gy = (luma11-luma9)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
gx = (-luma25+8.0*luma19-8.0*luma7+luma1)/12.0;
gy = (luma14-luma12)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (-luma26+8.0*luma20-8.0*luma8+luma2)/12.0;
gy = (-luma16+8.0*luma15-8.0*luma13+luma12)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma27+8.0*luma21-8.0*luma9+luma3)/12.0;
gy = (-luma17+8.0*luma16-8.0*luma14+luma13)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma28+8.0*luma22-8.0*luma10+luma4)/12.0;
gy = (luma17-luma15)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (-luma31+8.0*luma25-8.0*luma13+luma7)/12.0;
gy = (luma20-luma18)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (-luma32+8.0*luma26-8.0*luma14+luma8)/12.0;
gy = (-luma22+8.0*luma21-8.0*luma19+luma18)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma33+8.0*luma27-8.0*luma15+luma9)/12.0;
gy = (-luma23+8.0*luma22-8.0*luma20+luma19)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma34+8.0*luma28-8.0*luma16+luma10)/12.0;
gy = (luma23-luma21)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma31-luma19)/2.0;
gy = (luma26-luma24)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
gx = (luma32-luma20)/2.0;
gy = (-luma28+8.0*luma27-8.0*luma25+luma24)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma33-luma21)/2.0;
gy = (-luma29+8.0*luma28-8.0*luma26+luma25)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma34-luma22)/2.0;
gy = (luma29-luma27)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
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 = clamp(floor(log2(lambda * 2000.0 + 1.192092896e-7)), 0.0, 8.0);
float coherence = mix(mix(0.0, 1.0, mu >= 0.25), 2.0, mu >= 0.5);
float coord_y = ((angle * 9.0 + strength) * 3.0 + coherence + 0.5) / 648.0;
vec3 res = vec3(0.0);
vec4 w;
w = texture(ravu_lut3, vec2(0.1, coord_y));
res += (inp0[local_pos + 0] + inp0[local_pos + 70]) * w[0];
res += (inp0[local_pos + 1] + inp0[local_pos + 69]) * w[1];
res += (inp0[local_pos + 2] + inp0[local_pos + 68]) * w[2];
res += (inp0[local_pos + 3] + inp0[local_pos + 67]) * w[3];
w = texture(ravu_lut3, vec2(0.3, coord_y));
res += (inp0[local_pos + 4] + inp0[local_pos + 66]) * w[0];
res += (inp0[local_pos + 5] + inp0[local_pos + 65]) * w[1];
res += (inp0[local_pos + 13] + inp0[local_pos + 57]) * w[2];
res += (inp0[local_pos + 14] + inp0[local_pos + 56]) * w[3];
w = texture(ravu_lut3, vec2(0.5, coord_y));
res += (inp0[local_pos + 15] + inp0[local_pos + 55]) * w[0];
res += (inp0[local_pos + 16] + inp0[local_pos + 54]) * w[1];
res += (inp0[local_pos + 17] + inp0[local_pos + 53]) * w[2];
res += (inp0[local_pos + 18] + inp0[local_pos + 52]) * w[3];
w = texture(ravu_lut3, vec2(0.7, coord_y));
res += (inp0[local_pos + 26] + inp0[local_pos + 44]) * w[0];
res += (inp0[local_pos + 27] + inp0[local_pos + 43]) * w[1];
res += (inp0[local_pos + 28] + inp0[local_pos + 42]) * w[2];
res += (inp0[local_pos + 29] + inp0[local_pos + 41]) * w[3];
w = texture(ravu_lut3, vec2(0.9, coord_y));
res += (inp0[local_pos + 30] + inp0[local_pos + 40]) * w[0];
res += (inp0[local_pos + 31] + inp0[local_pos + 39]) * w[1];
res = clamp(res, 0.0, 1.0);
imageStore(out_image, ivec2(gl_GlobalInvocationID), vec4(res, 1.0));
}
}
//!DESC RAVU (step2, rgb, r3, compute)
//!HOOK MAIN
//!BIND HOOKED
//!BIND ravu_lut3
//!BIND ravu_int11
//!WIDTH 2 HOOKED.w *
//!HEIGHT 2 HOOKED.h *
//!OFFSET -0.500000 -0.500000
//!WHEN HOOKED.w OUTPUT.w / 0.707106 < HOOKED.h OUTPUT.h / 0.707106 < *
//!COMPUTE 64 16 32 8
const vec3 color_primary = vec3(0.2126, 0.7152, 0.0722);
shared vec3 inp0[481];
shared float inp_luma0[481];
shared vec3 inp1[481];
shared float inp_luma1[481];
void hook() {
ivec2 group_base = ivec2(gl_WorkGroupID) * ivec2(gl_WorkGroupSize);
int local_pos = int(gl_LocalInvocationID.x) * 13 + int(gl_LocalInvocationID.y);
for (int id = int(gl_LocalInvocationIndex); id < 481; id += int(gl_WorkGroupSize.x * gl_WorkGroupSize.y)) {
int x = id / 13, y = id % 13;
inp0[id] = ravu_int11_tex(ravu_int11_pt * vec2(float(group_base.x+x)+(-2.5), float(group_base.y+y)+(-2.5))).xyz;
inp_luma0[id] = dot(inp0[id], color_primary);
}
for (int id = int(gl_LocalInvocationIndex); id < 481; id += int(gl_WorkGroupSize.x * gl_WorkGroupSize.y)) {
int x = id / 13, y = id % 13;
inp1[id] = HOOKED_tex(HOOKED_pt * vec2(float(group_base.x+x)+(-1.5), float(group_base.y+y)+(-1.5))).xyz;
inp_luma1[id] = dot(inp1[id], color_primary);
}
groupMemoryBarrier();
barrier();
{
float luma12 = inp_luma0[local_pos + 15];
float luma7 = inp_luma0[local_pos + 16];
float luma2 = inp_luma0[local_pos + 17];
float luma24 = inp_luma0[local_pos + 27];
float luma19 = inp_luma0[local_pos + 28];
float luma14 = inp_luma0[local_pos + 29];
float luma9 = inp_luma0[local_pos + 30];
float luma4 = inp_luma0[local_pos + 31];
float luma31 = inp_luma0[local_pos + 40];
float luma26 = inp_luma0[local_pos + 41];
float luma21 = inp_luma0[local_pos + 42];
float luma16 = inp_luma0[local_pos + 43];
float luma11 = inp_luma0[local_pos + 44];
float luma33 = inp_luma0[local_pos + 54];
float luma28 = inp_luma0[local_pos + 55];
float luma23 = inp_luma0[local_pos + 56];
float luma18 = inp_luma1[local_pos + 14];
float luma13 = inp_luma1[local_pos + 15];
float luma8 = inp_luma1[local_pos + 16];
float luma3 = inp_luma1[local_pos + 17];
float luma25 = inp_luma1[local_pos + 27];
float luma20 = inp_luma1[local_pos + 28];
float luma15 = inp_luma1[local_pos + 29];
float luma6 = inp_luma1[local_pos + 2];
float luma10 = inp_luma1[local_pos + 30];
float luma1 = inp_luma1[local_pos + 3];
float luma32 = inp_luma1[local_pos + 40];
float luma27 = inp_luma1[local_pos + 41];
float luma22 = inp_luma1[local_pos + 42];
float luma17 = inp_luma1[local_pos + 43];
float luma34 = inp_luma1[local_pos + 54];
float luma29 = inp_luma1[local_pos + 55];
vec3 abd = vec3(0.0);
float gx, gy;
gx = (luma13-luma1)/2.0;
gy = (luma8-luma6)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
gx = (luma14-luma2)/2.0;
gy = (-luma10+8.0*luma9-8.0*luma7+luma6)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma15-luma3)/2.0;
gy = (-luma11+8.0*luma10-8.0*luma8+luma7)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma16-luma4)/2.0;
gy = (luma11-luma9)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
gx = (-luma25+8.0*luma19-8.0*luma7+luma1)/12.0;
gy = (luma14-luma12)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (-luma26+8.0*luma20-8.0*luma8+luma2)/12.0;
gy = (-luma16+8.0*luma15-8.0*luma13+luma12)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma27+8.0*luma21-8.0*luma9+luma3)/12.0;
gy = (-luma17+8.0*luma16-8.0*luma14+luma13)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma28+8.0*luma22-8.0*luma10+luma4)/12.0;
gy = (luma17-luma15)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (-luma31+8.0*luma25-8.0*luma13+luma7)/12.0;
gy = (luma20-luma18)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (-luma32+8.0*luma26-8.0*luma14+luma8)/12.0;
gy = (-luma22+8.0*luma21-8.0*luma19+luma18)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma33+8.0*luma27-8.0*luma15+luma9)/12.0;
gy = (-luma23+8.0*luma22-8.0*luma20+luma19)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma34+8.0*luma28-8.0*luma16+luma10)/12.0;
gy = (luma23-luma21)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma31-luma19)/2.0;
gy = (luma26-luma24)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
gx = (luma32-luma20)/2.0;
gy = (-luma28+8.0*luma27-8.0*luma25+luma24)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma33-luma21)/2.0;
gy = (-luma29+8.0*luma28-8.0*luma26+luma25)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma34-luma22)/2.0;
gy = (luma29-luma27)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
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 = clamp(floor(log2(lambda * 2000.0 + 1.192092896e-7)), 0.0, 8.0);
float coherence = mix(mix(0.0, 1.0, mu >= 0.25), 2.0, mu >= 0.5);
float coord_y = ((angle * 9.0 + strength) * 3.0 + coherence + 0.5) / 648.0;
vec3 res = vec3(0.0);
vec4 w;
w = texture(ravu_lut3, vec2(0.1, coord_y));
res += (inp0[local_pos + 3] + inp0[local_pos + 68]) * w[0];
res += (inp1[local_pos + 3] + inp1[local_pos + 54]) * w[1];
res += (inp0[local_pos + 17] + inp0[local_pos + 54]) * w[2];
res += (inp1[local_pos + 17] + inp1[local_pos + 40]) * w[3];
w = texture(ravu_lut3, vec2(0.3, coord_y));
res += (inp0[local_pos + 31] + inp0[local_pos + 40]) * w[0];
res += (inp1[local_pos + 31] + inp1[local_pos + 26]) * w[1];
res += (inp1[local_pos + 2] + inp1[local_pos + 55]) * w[2];
res += (inp0[local_pos + 16] + inp0[local_pos + 55]) * w[3];
w = texture(ravu_lut3, vec2(0.5, coord_y));
res += (inp1[local_pos + 16] + inp1[local_pos + 41]) * w[0];
res += (inp0[local_pos + 30] + inp0[local_pos + 41]) * w[1];
res += (inp1[local_pos + 30] + inp1[local_pos + 27]) * w[2];
res += (inp0[local_pos + 44] + inp0[local_pos + 27]) * w[3];
w = texture(ravu_lut3, vec2(0.7, coord_y));
res += (inp0[local_pos + 15] + inp0[local_pos + 56]) * w[0];
res += (inp1[local_pos + 15] + inp1[local_pos + 42]) * w[1];
res += (inp0[local_pos + 29] + inp0[local_pos + 42]) * w[2];
res += (inp1[local_pos + 29] + inp1[local_pos + 28]) * w[3];
w = texture(ravu_lut3, vec2(0.9, coord_y));
res += (inp0[local_pos + 43] + inp0[local_pos + 28]) * w[0];
res += (inp1[local_pos + 43] + inp1[local_pos + 14]) * w[1];
res = clamp(res, 0.0, 1.0);
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 2 + ivec2(0, 1), vec4(res, 1.0));
}
{
float luma6 = inp_luma0[local_pos + 15];
float luma1 = inp_luma0[local_pos + 16];
float luma18 = inp_luma0[local_pos + 27];
float luma13 = inp_luma0[local_pos + 28];
float luma8 = inp_luma0[local_pos + 29];
float luma3 = inp_luma0[local_pos + 30];
float luma25 = inp_luma0[local_pos + 40];
float luma20 = inp_luma0[local_pos + 41];
float luma15 = inp_luma0[local_pos + 42];
float luma10 = inp_luma0[local_pos + 43];
float luma32 = inp_luma0[local_pos + 53];
float luma27 = inp_luma0[local_pos + 54];
float luma22 = inp_luma0[local_pos + 55];
float luma17 = inp_luma0[local_pos + 56];
float luma34 = inp_luma0[local_pos + 67];
float luma29 = inp_luma0[local_pos + 68];
float luma12 = inp_luma1[local_pos + 14];
float luma7 = inp_luma1[local_pos + 15];
float luma2 = inp_luma1[local_pos + 16];
float luma24 = inp_luma1[local_pos + 26];
float luma19 = inp_luma1[local_pos + 27];
float luma14 = inp_luma1[local_pos + 28];
float luma9 = inp_luma1[local_pos + 29];
float luma4 = inp_luma1[local_pos + 30];
float luma31 = inp_luma1[local_pos + 39];
float luma26 = inp_luma1[local_pos + 40];
float luma21 = inp_luma1[local_pos + 41];
float luma16 = inp_luma1[local_pos + 42];
float luma11 = inp_luma1[local_pos + 43];
float luma33 = inp_luma1[local_pos + 53];
float luma28 = inp_luma1[local_pos + 54];
float luma23 = inp_luma1[local_pos + 55];
vec3 abd = vec3(0.0);
float gx, gy;
gx = (luma13-luma1)/2.0;
gy = (luma8-luma6)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
gx = (luma14-luma2)/2.0;
gy = (-luma10+8.0*luma9-8.0*luma7+luma6)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma15-luma3)/2.0;
gy = (-luma11+8.0*luma10-8.0*luma8+luma7)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma16-luma4)/2.0;
gy = (luma11-luma9)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
gx = (-luma25+8.0*luma19-8.0*luma7+luma1)/12.0;
gy = (luma14-luma12)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (-luma26+8.0*luma20-8.0*luma8+luma2)/12.0;
gy = (-luma16+8.0*luma15-8.0*luma13+luma12)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma27+8.0*luma21-8.0*luma9+luma3)/12.0;
gy = (-luma17+8.0*luma16-8.0*luma14+luma13)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma28+8.0*luma22-8.0*luma10+luma4)/12.0;
gy = (luma17-luma15)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (-luma31+8.0*luma25-8.0*luma13+luma7)/12.0;
gy = (luma20-luma18)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (-luma32+8.0*luma26-8.0*luma14+luma8)/12.0;
gy = (-luma22+8.0*luma21-8.0*luma19+luma18)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma33+8.0*luma27-8.0*luma15+luma9)/12.0;
gy = (-luma23+8.0*luma22-8.0*luma20+luma19)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.07901060453704994;
gx = (-luma34+8.0*luma28-8.0*luma16+luma10)/12.0;
gy = (luma23-luma21)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma31-luma19)/2.0;
gy = (luma26-luma24)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
gx = (luma32-luma20)/2.0;
gy = (-luma28+8.0*luma27-8.0*luma25+luma24)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma33-luma21)/2.0;
gy = (-luma29+8.0*luma28-8.0*luma26+luma25)/12.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.06153352068439959;
gx = (luma34-luma22)/2.0;
gy = (luma29-luma27)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.04792235409415088;
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 = clamp(floor(log2(lambda * 2000.0 + 1.192092896e-7)), 0.0, 8.0);
float coherence = mix(mix(0.0, 1.0, mu >= 0.25), 2.0, mu >= 0.5);
float coord_y = ((angle * 9.0 + strength) * 3.0 + coherence + 0.5) / 648.0;
vec3 res = vec3(0.0);
vec4 w;
w = texture(ravu_lut3, vec2(0.1, coord_y));
res += (inp1[local_pos + 2] + inp1[local_pos + 67]) * w[0];
res += (inp0[local_pos + 16] + inp0[local_pos + 67]) * w[1];
res += (inp1[local_pos + 16] + inp1[local_pos + 53]) * w[2];
res += (inp0[local_pos + 30] + inp0[local_pos + 53]) * w[3];
w = texture(ravu_lut3, vec2(0.3, coord_y));
res += (inp1[local_pos + 30] + inp1[local_pos + 39]) * w[0];
res += (inp0[local_pos + 44] + inp0[local_pos + 39]) * w[1];
res += (inp0[local_pos + 15] + inp0[local_pos + 68]) * w[2];
res += (inp1[local_pos + 15] + inp1[local_pos + 54]) * w[3];
w = texture(ravu_lut3, vec2(0.5, coord_y));
res += (inp0[local_pos + 29] + inp0[local_pos + 54]) * w[0];
res += (inp1[local_pos + 29] + inp1[local_pos + 40]) * w[1];
res += (inp0[local_pos + 43] + inp0[local_pos + 40]) * w[2];
res += (inp1[local_pos + 43] + inp1[local_pos + 26]) * w[3];
w = texture(ravu_lut3, vec2(0.7, coord_y));
res += (inp1[local_pos + 14] + inp1[local_pos + 55]) * w[0];
res += (inp0[local_pos + 28] + inp0[local_pos + 55]) * w[1];
res += (inp1[local_pos + 28] + inp1[local_pos + 41]) * w[2];
res += (inp0[local_pos + 42] + inp0[local_pos + 41]) * w[3];
w = texture(ravu_lut3, vec2(0.9, coord_y));
res += (inp1[local_pos + 42] + inp1[local_pos + 27]) * w[0];
res += (inp0[local_pos + 56] + inp0[local_pos + 27]) * w[1];
res = clamp(res, 0.0, 1.0);
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 2 + ivec2(1, 0), vec4(res, 1.0));
}
vec3 res;
res = inp0[local_pos + 42];
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 2 + ivec2(1, 1), vec4(res, 1.0));
res = inp1[local_pos + 28];
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 2 + ivec2(0, 0), vec4(res, 1.0));
}
//!TEXTURE ravu_lut3
//!SIZE 5 648
//!FORMAT rgba16hf
//!FILTER NEAREST
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