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Tuned for linear-downscaling=no.
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// This library 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 3.0 of the License, or (at your option) any later version. | |
// | |
// This library 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 library. | |
//!HOOK POSTKERNEL | |
//!BIND PREKERNEL | |
//!BIND HOOKED | |
//!SAVE L2 | |
//!WIDTH NATIVE_CROPPED.w | |
//!WHEN NATIVE_CROPPED.h POSTKERNEL.h > | |
//!COMPONENTS 3 | |
//!DESC SSimDownscaler L2 pass 1 | |
#define axis 1 | |
#define offset vec2(0,0) | |
#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)) | |
#define Kernel(x) MN(.0, .5, abs(x)) | |
#define taps 2.0 | |
vec4 hook() { | |
vec2 base = PREKERNEL_pt * (PREKERNEL_pos * input_size + tex_offset); | |
float low = ceil((PREKERNEL_pos - taps*POSTKERNEL_pt) * input_size - offset + tex_offset - 0.5)[axis]; | |
float high = floor((PREKERNEL_pos + taps*POSTKERNEL_pt) * input_size - offset + tex_offset - 0.5)[axis]; | |
float W = 0.0; | |
vec4 avg = vec4(0); | |
vec2 pos = base; | |
for (float k = low; k <= high; k++) { | |
pos[axis] = PREKERNEL_pt[axis] * (k - offset[axis] + 0.5); | |
float rel = (pos[axis] - base[axis])*POSTKERNEL_size[axis]; | |
float w = Kernel(rel); | |
vec4 tex = textureLod(PREKERNEL_raw, pos, 0.0) * PREKERNEL_mul; | |
avg += w * tex * tex; | |
W += w; | |
} | |
avg /= W; | |
return avg; | |
} | |
//!HOOK POSTKERNEL | |
//!BIND L2 | |
//!BIND HOOKED | |
//!SAVE L2 | |
//!WHEN NATIVE_CROPPED.w POSTKERNEL.w > | |
//!COMPONENTS 3 | |
//!DESC SSimDownscaler L2 pass 2 | |
#define axis 0 | |
#define offset vec2(0,0) | |
#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)) | |
#define Kernel(x) MN(.0, .5, abs(x)) | |
#define taps 2.0 | |
vec4 hook() { | |
float low = ceil((L2_pos - taps*POSTKERNEL_pt) * L2_size - offset - 0.5)[axis]; | |
float high = floor((L2_pos + taps*POSTKERNEL_pt) * L2_size - offset - 0.5)[axis]; | |
float W = 0.0; | |
vec4 avg = vec4(0); | |
vec2 pos = L2_pos; | |
for (float k = low; k <= high; k++) { | |
pos[axis] = L2_pt[axis] * (k - offset[axis] + 0.5); | |
float rel = (pos[axis] - L2_pos[axis])*POSTKERNEL_size[axis]; | |
float w = Kernel(rel); | |
avg += w * textureLod(L2_raw, pos, 0.0) * L2_mul; | |
W += w; | |
} | |
avg /= W; | |
return avg; | |
} | |
//!HOOK POSTKERNEL | |
//!BIND HOOKED | |
//!BIND L2 | |
//!SAVE MR | |
//!WHEN NATIVE_CROPPED.h POSTKERNEL.h > | |
//!COMPONENTS 4 | |
//!DESC SSimDownscaler mean & R | |
#define oversharp 0.0 | |
#define sigma_nsq 10. / (255.*255.) | |
#define locality 2.0 | |
#define offset vec2(0,0) | |
#define Kernel(x) pow(1.0 / locality, abs(x)) | |
#define taps 3.0 | |
#define Luma(rgb) ( dot(rgb, vec3(0.2126, 0.7152, 0.0722)) ) | |
mat3x3 ScaleH(vec2 pos) { | |
float low = ceil(-0.5*taps - offset)[0]; | |
float high = floor(0.5*taps - offset)[0]; | |
float W = 0.0; | |
mat3x3 avg = mat3x3(0); | |
for (float k = low; k <= high; k++) { | |
pos[0] = HOOKED_pos[0] + HOOKED_pt[0] * k; | |
float rel = k + offset[0]; | |
float w = Kernel(rel); | |
vec3 L = POSTKERNEL_tex(pos).rgb; | |
avg += w * mat3x3(L, L*L, L2_tex(pos).rgb); | |
W += w; | |
} | |
avg /= W; | |
return avg; | |
} | |
vec4 hook() { | |
vec2 pos = HOOKED_pos; | |
float low = ceil(-0.5*taps - offset)[1]; | |
float high = floor(0.5*taps - offset)[1]; | |
float W = 0.0; | |
mat3x3 avg = mat3x3(0); | |
for (float k = low; k <= high; k++) { | |
pos[1] = HOOKED_pos[1] + HOOKED_pt[1] * k; | |
float rel = k + offset[1]; | |
float w = Kernel(rel); | |
avg += w * ScaleH(pos); | |
W += w; | |
} | |
avg /= W; | |
float Sl = Luma(max(avg[1] - avg[0] * avg[0], 0.)); | |
float Sh = Luma(max(avg[2] - avg[0] * avg[0], 0.)); | |
return vec4(avg[0], mix(sqrt((Sh + sigma_nsq) / (Sl + sigma_nsq)) * (1. + oversharp), clamp(Sh / Sl, 0., 1.), float(Sl > Sh))); | |
} | |
//!HOOK POSTKERNEL | |
//!BIND HOOKED | |
//!BIND MR | |
//!WHEN NATIVE_CROPPED.h POSTKERNEL.h > | |
//!DESC SSimDownscaler final pass | |
#define locality 2.0 | |
#define offset vec2(0,0) | |
#define Kernel(x) pow(1.0 / locality, abs(x)) | |
#define taps 3.0 | |
#define Gamma(x) ( pow(x, vec3(1.0/2.0)) ) | |
#define GammaInv(x) ( pow(clamp(x, 0.0, 1.0), vec3(2.0)) ) | |
mat3x3 ScaleH(vec2 pos) { | |
float low = ceil(-0.5*taps - offset)[0]; | |
float high = floor(0.5*taps - offset)[0]; | |
float W = 0.0; | |
mat3x3 avg = mat3x3(0); | |
for (float k = low; k <= high; k++) { | |
pos[0] = HOOKED_pos[0] + HOOKED_pt[0] * k; | |
float rel = k + offset[0]; | |
float w = Kernel(rel); | |
vec4 MR = MR_tex(pos); | |
avg += w * mat3x3(MR.a*MR.rgb, MR.rgb, MR.aaa); | |
W += w; | |
} | |
avg /= W; | |
return avg; | |
} | |
vec4 hook() { | |
vec2 pos = HOOKED_pos; | |
float low = ceil(-0.5*taps - offset)[1]; | |
float high = floor(0.5*taps - offset)[1]; | |
float W = 0.0; | |
mat3x3 avg = mat3x3(0); | |
for (float k = low; k <= high; k++) { | |
pos[1] = HOOKED_pos[1] + HOOKED_pt[1] * k; | |
float rel = k + offset[1]; | |
float w = Kernel(rel); | |
avg += w * ScaleH(pos); | |
W += w; | |
} | |
avg /= W; | |
vec4 L = POSTKERNEL_texOff(0); | |
return vec4(avg[1] + avg[2] * L.rgb - avg[0], L.a); | |
} |
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I'm running mpv via the render API (vo=libmpv) in an OpenGL ES 3.2 context, and getting the following error with this shader:
The following patch gets the shader compiling, and appears to work fine, however I'm no GLSL expert. Are there any downsides to this change? Does it change the shader output/perform worse/etc.? I'm assuming there's a reason
int
was used overfloat
, but maybe not.KrigBilateral and SSimSuperRes are working perfectly with OpenGL ES.
Ref:
https://registry.khronos.org/OpenGL-Refpages/es3.0/html/mix.xhtml
https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml