280 lines
7.3 KiB
GLSL
Executable file
280 lines
7.3 KiB
GLSL
Executable file
// 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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//!HEIGHT NATIVE_CROPPED.h
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//!WHEN NATIVE_CROPPED.w POSTKERNEL.w >
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//!COMPONENTS 3
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//!DESC SSimDownscaler calc L2 pass 1
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#define factor ((input_size*POSTKERNEL_pt)[axis])
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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(1.0/3.0, 1.0/3.0, 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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// Calculate bounds
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float low = floor((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 = 0.0; k < high - low; k++) {
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pos[axis] = PREKERNEL_pt[axis] * (k + low + 0.5);
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float rel = (pos[axis] - base[axis])*POSTKERNEL_size[axis] + offset[axis]*factor;
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float w = Kernel(rel);
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avg += w * pow(clamp(textureLod(PREKERNEL_raw, pos, 0.0) * PREKERNEL_mul, 0.0, 1.0), 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.h POSTKERNEL.h >
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//!COMPONENTS 3
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//!DESC SSimDownscaler calc L2 pass 2
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#define factor ((L2_size*POSTKERNEL_pt)[axis])
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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(1.0/3.0, 1.0/3.0, abs(x))
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#define taps 2.0
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vec4 hook() {
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// Calculate bounds
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float low = floor((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 = 0.0; k < high - low; k++) {
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pos[axis] = L2_pt[axis] * (k + low + 0.5);
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float rel = (pos[axis] - L2_pos[axis])*POSTKERNEL_size[axis] + offset[axis]*factor;
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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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//!SAVE M
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//!WHEN NATIVE_CROPPED.w POSTKERNEL.w >
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//!COMPONENTS 3
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//!DESC SSimDownscaler calc Mean
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#define locality 8.0
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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 maxtaps taps
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vec4 ScaleH(vec2 pos) {
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// Calculate bounds
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float low = floor(-0.5*maxtaps - offset)[0];
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float high = floor(+0.5*maxtaps - offset)[0];
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float W = 0.0;
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vec4 avg = vec4(0);
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for (float k = 0.0; k < maxtaps; k++) {
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pos[0] = POSTKERNEL_pos[0] + POSTKERNEL_pt[0] * (k + low + 1.0);
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float rel = (k + low + 1.0) + offset[0];
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float w = Kernel(rel);
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avg += w * clamp(POSTKERNEL_tex(pos), 0.0, 1.0);
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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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vec4 hook() {
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// Calculate bounds
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float low = floor(-0.5*maxtaps - offset)[1];
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float high = floor(+0.5*maxtaps - offset)[1];
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float W = 0.0;
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vec4 avg = vec4(0);
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vec2 pos = POSTKERNEL_pos;
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for (float k = 0.0; k < maxtaps; k++) {
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pos[1] = POSTKERNEL_pos[1] + POSTKERNEL_pt[1] * (k + low + 1.0);
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float rel = (k + low + 1.0) + 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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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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//!BIND M
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//!SAVE R
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//!WHEN NATIVE_CROPPED.w POSTKERNEL.w >
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//!COMPONENTS 3
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//!DESC SSimDownscaler calc R
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#define locality 8.0
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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 maxtaps taps
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mat2x4 ScaleH(vec2 pos) {
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// Calculate bounds
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float low = floor(-0.5*maxtaps - offset)[0];
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float high = floor(+0.5*maxtaps - offset)[0];
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float W = 0.0;
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mat2x4 avg = mat2x4(0);
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for (float k = 0.0; k < maxtaps; k++) {
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pos[0] = L2_pos[0] + L2_pt[0] * (k + low + 1.0);
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float rel = (k + low + 1.0) + offset[0];
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float w = Kernel(rel);
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avg += w * mat2x4(pow(clamp(POSTKERNEL_tex(pos), 0.0, 1.0), vec4(2.0)), L2_tex(pos));
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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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// Calculate bounds
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float low = floor(-0.5*maxtaps - offset)[1];
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float high = floor(+0.5*maxtaps - offset)[1];
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float W = 0.0;
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mat2x4 avg = mat2x4(0);
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vec2 pos = L2_pos;
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for (float k = 0.0; k < maxtaps; k++) {
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pos[1] = L2_pos[1] + L2_pt[1] * (k + low + 1.0);
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float rel = (k + low + 1.0) + 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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vec3 Sl = abs(avg[0].rgb - pow(M_texOff(0).rgb, vec3(2.0)));
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vec3 Sh = abs(avg[1].rgb - pow(M_texOff(0).rgb, vec3(2.0)));
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return vec4(mix(vec3(0.5), 1.0 / (1.0 + sqrt(Sh / Sl)), lessThan(vec3(5e-6), Sl)), 0.0);
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}
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//!HOOK POSTKERNEL
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//!BIND HOOKED
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//!BIND M
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//!BIND R
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//!WHEN NATIVE_CROPPED.w POSTKERNEL.w >
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//!DESC SSimDownscaler final pass
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#define locality 8.0
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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 maxtaps taps
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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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// Calculate bounds
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float low = floor(-0.5*maxtaps - offset)[0];
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float high = floor(+0.5*maxtaps - 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 = 0.0; k < maxtaps; k++) {
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pos[0] = POSTKERNEL_pos[0] + POSTKERNEL_pt[0] * (k + low + 1.0);
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float rel = (k + low + 1.0) + offset[0];
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float w = Kernel(rel);
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vec3 M = Gamma(M_tex(pos).rgb);
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vec3 R = R_tex(pos).rgb;
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R = 1.0 / R - 1.0;
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avg += w * mat3x3(R*M, M, R);
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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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// Calculate bounds
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float low = floor(-0.5*maxtaps - offset)[1];
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float high = floor(+0.5*maxtaps - offset)[1];
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float W = 0.0;
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mat3x3 avg = mat3x3(0);
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vec2 pos = POSTKERNEL_pos;
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for (float k = 0.0; k < maxtaps; k++) {
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pos[1] = POSTKERNEL_pos[1] + POSTKERNEL_pt[1] * (k + low + 1.0);
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float rel = (k + low + 1.0) + 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 = clamp(POSTKERNEL_texOff(0), 0.0, 1.0);
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return vec4(GammaInv(avg[1] + avg[2] * Gamma(L.rgb) - avg[0]), L.w);
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}
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