mpv-conf/shaders/ravu-3x-r2-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-3x (rgb, r2)
//!HOOK MAIN
//!BIND HOOKED
//!BIND ravu_3x_lut2
//!WIDTH 3 HOOKED.w *
//!HEIGHT 3 HOOKED.h *
//!WHEN HOOKED.w OUTPUT.w / 0.471404 < HOOKED.h OUTPUT.h / 0.471404 < *
//!COMPUTE 96 24 32 8
const vec3 color_primary = vec3(0.2126, 0.7152, 0.0722);
shared vec3 inp[340];
shared float inp_luma[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))).xyz;
inp_luma[id] = dot(inp[id], color_primary);
}
groupMemoryBarrier();
barrier();
float luma0 = inp_luma[local_pos + 0];
float luma1 = inp_luma[local_pos + 1];
float luma2 = inp_luma[local_pos + 2];
float luma3 = inp_luma[local_pos + 10];
float luma4 = inp_luma[local_pos + 11];
float luma5 = inp_luma[local_pos + 12];
float luma6 = inp_luma[local_pos + 20];
float luma7 = inp_luma[local_pos + 21];
float luma8 = inp_luma[local_pos + 22];
vec3 abd = vec3(0.0);
float gx, gy;
gx = (luma3-luma0);
gy = (luma1-luma0);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.1018680644198163;
gx = (luma4-luma1);
gy = (luma2-luma0)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.11543163961422666;
gx = (luma5-luma2);
gy = (luma2-luma1);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.1018680644198163;
gx = (luma6-luma0)/2.0;
gy = (luma4-luma3);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.11543163961422666;
gx = (luma7-luma1)/2.0;
gy = (luma5-luma3)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.13080118386382833;
gx = (luma8-luma2)/2.0;
gy = (luma5-luma4);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.11543163961422666;
gx = (luma6-luma3);
gy = (luma7-luma6);
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.1018680644198163;
gx = (luma7-luma4);
gy = (luma8-luma6)/2.0;
abd += vec3(gx * gx, gx * gy, gy * gy) * 0.11543163961422666;
gx = (luma8-luma5);
gy = (luma8-luma7);
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 >= 0.005), 2.0, lambda >= 0.02);
float coherence = mix(mix(0.0, 1.0, mu >= 0.25), 2.0, mu >= 0.5);
float coord_y = ((angle * 3.0 + strength) * 3.0 + coherence + 0.5) / 216.0;
mat4x3 res0 = mat4x3(0.0), res1 = mat4x3(0.0);
vec4 w0, w1;
w0 = texture(ravu_3x_lut2, vec2(0.05, coord_y));
w1 = texture(ravu_3x_lut2, vec2(0.15, coord_y));
res0 += outerProduct(inp[local_pos + 0], w0) + outerProduct(inp[local_pos + 22], w1.wzyx);
res1 += outerProduct(inp[local_pos + 0], w1) + outerProduct(inp[local_pos + 22], w0.wzyx);
w0 = texture(ravu_3x_lut2, vec2(0.25, coord_y));
w1 = texture(ravu_3x_lut2, vec2(0.35, coord_y));
res0 += outerProduct(inp[local_pos + 1], w0) + outerProduct(inp[local_pos + 21], w1.wzyx);
res1 += outerProduct(inp[local_pos + 1], w1) + outerProduct(inp[local_pos + 21], w0.wzyx);
w0 = texture(ravu_3x_lut2, vec2(0.45, coord_y));
w1 = texture(ravu_3x_lut2, vec2(0.55, coord_y));
res0 += outerProduct(inp[local_pos + 2], w0) + outerProduct(inp[local_pos + 20], w1.wzyx);
res1 += outerProduct(inp[local_pos + 2], w1) + outerProduct(inp[local_pos + 20], w0.wzyx);
w0 = texture(ravu_3x_lut2, vec2(0.65, coord_y));
w1 = texture(ravu_3x_lut2, vec2(0.75, coord_y));
res0 += outerProduct(inp[local_pos + 10], w0) + outerProduct(inp[local_pos + 12], w1.wzyx);
res1 += outerProduct(inp[local_pos + 10], w1) + outerProduct(inp[local_pos + 12], w0.wzyx);
w0 = texture(ravu_3x_lut2, vec2(0.85, coord_y));
w1 = texture(ravu_3x_lut2, vec2(0.95, coord_y));
res0 += outerProduct(inp[local_pos + 11], w0);
res1 += outerProduct(inp[local_pos + 11], w1);
res0[0] = clamp(res0[0], 0.0, 1.0);
res0[1] = clamp(res0[1], 0.0, 1.0);
res0[2] = clamp(res0[2], 0.0, 1.0);
res0[3] = clamp(res0[3], 0.0, 1.0);
res1[0] = clamp(res1[0], 0.0, 1.0);
res1[1] = clamp(res1[1], 0.0, 1.0);
res1[2] = clamp(res1[2], 0.0, 1.0);
res1[3] = clamp(res1[3], 0.0, 1.0);
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 3 + ivec2(0, 0), vec4(res0[0], 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 3 + ivec2(0, 1), vec4(res0[1], 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 3 + ivec2(0, 2), vec4(res0[2], 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 3 + ivec2(1, 0), vec4(res0[3], 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 3 + ivec2(1, 1), vec4(inp[local_pos + 11], 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 3 + ivec2(1, 2), vec4(res1[0], 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 3 + ivec2(2, 0), vec4(res1[1], 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 3 + ivec2(2, 1), vec4(res1[2], 0.0));
imageStore(out_image, ivec2(gl_GlobalInvocationID) * 3 + ivec2(2, 2), vec4(res1[3], 0.0));
}
//!TEXTURE ravu_3x_lut2
//!SIZE 10 216
//!FORMAT rgba16hf
//!FILTER NEAREST
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