NixDaemon

NixOS pentest workstation as one flake — IceBreaker's successor
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CfL_Prediction.glsl (12880B)


      1 // MIT License
      2 
      3 // Copyright (c) 2023 João Chrisóstomo
      4 
      5 // Permission is hereby granted, free of charge, to any person obtaining a copy
      6 // of this software and associated documentation files (the "Software"), to deal
      7 // in the Software without restriction, including without limitation the rights
      8 // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
      9 // copies of the Software, and to permit persons to whom the Software is
     10 // furnished to do so, subject to the following conditions:
     11 
     12 // The above copyright notice and this permission notice shall be included in all
     13 // copies or substantial portions of the Software.
     14 
     15 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     16 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     17 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
     18 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     19 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     20 // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     21 // SOFTWARE.
     22 
     23 //!PARAM chroma_offset_x
     24 //!TYPE float
     25 0.0
     26 
     27 //!PARAM chroma_offset_y
     28 //!TYPE float
     29 0.0
     30 
     31 //!HOOK CHROMA
     32 //!BIND LUMA
     33 //!BIND CHROMA
     34 //!SAVE LUMA_LR
     35 //!WIDTH CHROMA.w
     36 //!HEIGHT LUMA.h
     37 //!WHEN CHROMA.w LUMA.w <
     38 //!DESC Chroma From Luma Prediction (Hermite 1st step, Downscaling Luma)
     39 
     40 float comp_wd(vec2 v) {
     41     float x = min(length(v), 1.0);
     42     return smoothstep(0.0, 1.0, 1.0 - x);
     43 }
     44 
     45 vec4 hook() {
     46     vec2 luma_pos = LUMA_pos;
     47     luma_pos.x += chroma_offset_x / LUMA_size.x;
     48     float start  = ceil((luma_pos.x - (1.0 / CHROMA_size.x)) * LUMA_size.x - 0.5);
     49     float end = floor((luma_pos.x + (1.0 / CHROMA_size.x)) * LUMA_size.x - 0.5);
     50 
     51     float wt = 0.0;
     52     float luma_sum = 0.0;
     53     vec2 pos = luma_pos;
     54 
     55     for (float dx = start.x; dx <= end.x; dx++) {
     56         pos.x = LUMA_pt.x * (dx + 0.5);
     57         vec2 dist = (pos - luma_pos) * CHROMA_size;
     58         float wd = comp_wd(dist);
     59         float luma_pix = LUMA_tex(pos).x;
     60         luma_sum += wd * luma_pix;
     61         wt += wd;
     62     }
     63 
     64     vec4 output_pix = vec4(luma_sum /= wt, 0.0, 0.0, 1.0);
     65     return clamp(output_pix, 0.0, 1.0);
     66 }
     67 
     68 //!HOOK CHROMA
     69 //!BIND LUMA_LR
     70 //!BIND CHROMA
     71 //!BIND LUMA
     72 //!SAVE LUMA_LR
     73 //!WIDTH CHROMA.w
     74 //!HEIGHT CHROMA.h
     75 //!WHEN CHROMA.w LUMA.w <
     76 //!DESC Chroma From Luma Prediction (Hermite 2nd step, Downscaling Luma)
     77 
     78 float comp_wd(vec2 v) {
     79     float x = min(length(v), 1.0);
     80     return smoothstep(0.0, 1.0, 1.0 - x);
     81 }
     82 
     83 vec4 hook() {
     84     vec2 luma_pos = LUMA_LR_pos;
     85     luma_pos.y += chroma_offset_y / LUMA_LR_size.y;
     86     float start  = ceil((luma_pos.y - (1.0 / CHROMA_size.y)) * LUMA_LR_size.y - 0.5);
     87     float end = floor((luma_pos.y + (1.0 / CHROMA_size.y)) * LUMA_LR_size.y - 0.5);
     88 
     89     float wt = 0.0;
     90     float luma_sum = 0.0;
     91     vec2 pos = luma_pos;
     92 
     93     for (float dy = start; dy <= end; dy++) {
     94         pos.y = LUMA_LR_pt.y * (dy + 0.5);
     95         vec2 dist = (pos - luma_pos) * CHROMA_size;
     96         float wd = comp_wd(dist);
     97         float luma_pix = LUMA_LR_tex(pos).x;
     98         luma_sum += wd * luma_pix;
     99         wt += wd;
    100     }
    101 
    102     vec4 output_pix = vec4(luma_sum /= wt, 0.0, 0.0, 1.0);
    103     return clamp(output_pix, 0.0, 1.0);
    104 }
    105 
    106 //!HOOK CHROMA
    107 //!BIND HOOKED
    108 //!BIND LUMA
    109 //!BIND LUMA_LR
    110 //!WHEN CHROMA.w LUMA.w <
    111 //!WIDTH LUMA.w
    112 //!HEIGHT LUMA.h
    113 //!OFFSET ALIGN
    114 //!DESC Chroma From Luma Prediction (Upscaling Chroma)
    115 
    116 #define USE_12_TAP_REGRESSION 1
    117 #define USE_8_TAP_REGRESSIONS 1
    118 #define DEBUG 0
    119 
    120 float comp_wd(vec2 v) {
    121     float d = min(length(v), 2.0);
    122     float d2 = d * d;
    123     float d3 = d2 * d;
    124 
    125     if (d < 1.0) {
    126         return 1.25 * d3 - 2.25 * d2 + 1.0;
    127     } else {
    128         return -0.75 * d3 + 3.75 * d2 - 6.0 * d + 3.0;
    129     }
    130 }
    131 
    132 vec4 hook() {
    133     float ar_strength = 0.8;
    134     vec2 mix_coeff = vec2(0.8);
    135     vec2 corr_exponent = vec2(4.0);
    136 
    137     vec4 output_pix = vec4(0.0, 0.0, 0.0, 1.0);
    138     float luma_zero = LUMA_texOff(0.0).x;
    139 
    140     vec2 pp = HOOKED_pos * HOOKED_size - vec2(0.5);
    141     vec2 fp = floor(pp);
    142     pp -= fp;
    143 
    144 #ifdef HOOKED_gather
    145     vec2 quad_idx[4] = {{0.0, 0.0}, {2.0, 0.0}, {0.0, 2.0}, {2.0, 2.0}};
    146 
    147     vec4 luma_quads[4];
    148     vec4 chroma_quads[4][2];
    149 
    150     for (int i = 0; i < 4; i++) {
    151         luma_quads[i] = LUMA_LR_gather(vec2((fp + quad_idx[i]) * HOOKED_pt), 0);
    152         chroma_quads[i][0] = HOOKED_gather(vec2((fp + quad_idx[i]) * HOOKED_pt), 0);
    153         chroma_quads[i][1] = HOOKED_gather(vec2((fp + quad_idx[i]) * HOOKED_pt), 1);
    154     }
    155 
    156     vec2 chroma_pixels[16];
    157     chroma_pixels[0]  = vec2(chroma_quads[0][0].w, chroma_quads[0][1].w);
    158     chroma_pixels[1]  = vec2(chroma_quads[0][0].z, chroma_quads[0][1].z);
    159     chroma_pixels[2]  = vec2(chroma_quads[1][0].w, chroma_quads[1][1].w);
    160     chroma_pixels[3]  = vec2(chroma_quads[1][0].z, chroma_quads[1][1].z);
    161     chroma_pixels[4]  = vec2(chroma_quads[0][0].x, chroma_quads[0][1].x);
    162     chroma_pixels[5]  = vec2(chroma_quads[0][0].y, chroma_quads[0][1].y);
    163     chroma_pixels[6]  = vec2(chroma_quads[1][0].x, chroma_quads[1][1].x);
    164     chroma_pixels[7]  = vec2(chroma_quads[1][0].y, chroma_quads[1][1].y);
    165     chroma_pixels[8]  = vec2(chroma_quads[2][0].w, chroma_quads[2][1].w);
    166     chroma_pixels[9]  = vec2(chroma_quads[2][0].z, chroma_quads[2][1].z);
    167     chroma_pixels[10] = vec2(chroma_quads[3][0].w, chroma_quads[3][1].w);
    168     chroma_pixels[11] = vec2(chroma_quads[3][0].z, chroma_quads[3][1].z);
    169     chroma_pixels[12] = vec2(chroma_quads[2][0].x, chroma_quads[2][1].x);
    170     chroma_pixels[13] = vec2(chroma_quads[2][0].y, chroma_quads[2][1].y);
    171     chroma_pixels[14] = vec2(chroma_quads[3][0].x, chroma_quads[3][1].x);
    172     chroma_pixels[15] = vec2(chroma_quads[3][0].y, chroma_quads[3][1].y);
    173 
    174     float luma_pixels[16];
    175     luma_pixels[0]  = luma_quads[0].w;
    176     luma_pixels[1]  = luma_quads[0].z;
    177     luma_pixels[2]  = luma_quads[1].w;
    178     luma_pixels[3]  = luma_quads[1].z;
    179     luma_pixels[4]  = luma_quads[0].x;
    180     luma_pixels[5]  = luma_quads[0].y;
    181     luma_pixels[6]  = luma_quads[1].x;
    182     luma_pixels[7]  = luma_quads[1].y;
    183     luma_pixels[8]  = luma_quads[2].w;
    184     luma_pixels[9]  = luma_quads[2].z;
    185     luma_pixels[10] = luma_quads[3].w;
    186     luma_pixels[11] = luma_quads[3].z;
    187     luma_pixels[12] = luma_quads[2].x;
    188     luma_pixels[13] = luma_quads[2].y;
    189     luma_pixels[14] = luma_quads[3].x;
    190     luma_pixels[15] = luma_quads[3].y;
    191 #else
    192     vec2 pix_idx[16] = {{-0.5,-0.5}, {0.5,-0.5}, {1.5,-0.5}, {2.5,-0.5},
    193                         {-0.5, 0.5}, {0.5, 0.5}, {1.5, 0.5}, {2.5, 0.5},
    194                         {-0.5, 1.5}, {0.5, 1.5}, {1.5, 1.5}, {2.5, 1.5},
    195                         {-0.5, 2.5}, {0.5, 2.5}, {1.5, 2.5}, {2.5, 2.5}};
    196 
    197     float luma_pixels[16];
    198     vec2 chroma_pixels[16];
    199 
    200     for (int i = 0; i < 16; i++) {
    201         luma_pixels[i] = LUMA_LR_tex(vec2((fp + pix_idx[i]) * HOOKED_pt)).x;
    202         chroma_pixels[i] = HOOKED_tex(vec2((fp + pix_idx[i]) * HOOKED_pt)).xy;
    203     }
    204 #endif
    205 
    206 #if (DEBUG == 1)
    207     vec2 chroma_spatial = vec2(0.5);
    208     mix_coeff = vec2(1.0);
    209 #else
    210     float wd[16];
    211     float wt = 0.0;
    212     vec2 ct = vec2(0.0);
    213 
    214     vec2 chroma_min = min(min(min(chroma_pixels[5], chroma_pixels[6]), chroma_pixels[9]), chroma_pixels[10]);
    215     vec2 chroma_max = max(max(max(chroma_pixels[5], chroma_pixels[6]), chroma_pixels[9]), chroma_pixels[10]);
    216 
    217     const int dx[16] = {-1, 0, 1, 2, -1, 0, 1, 2, -1, 0, 1, 2, -1, 0, 1, 2};
    218     const int dy[16] = {-1, -1, -1, -1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2};
    219 
    220     for (int i = 0; i < 16; i++) {
    221         wd[i] = comp_wd(vec2(dx[i], dy[i]) - pp);
    222         wt += wd[i];
    223         ct += wd[i] * chroma_pixels[i];
    224     }
    225 
    226     vec2 chroma_spatial = ct / wt;
    227     chroma_spatial = clamp(mix(chroma_spatial, clamp(chroma_spatial, chroma_min, chroma_max), ar_strength), 0.0, 1.0);
    228 #endif
    229 
    230 #if (USE_12_TAP_REGRESSION == 1 || USE_8_TAP_REGRESSIONS == 1)
    231     const int i12[12] = {1, 2, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14};
    232     const int i4y[4] = {1, 2, 13, 14};
    233     const int i4x[4] = {4, 7, 8, 11};
    234     const int i4[4] = {5, 6, 9, 10};
    235 
    236     float luma_sum_4 = 0.0;
    237     float luma_sum_4y = 0.0;
    238     float luma_sum_4x = 0.0;
    239     vec2 chroma_sum_4 = vec2(0.0);
    240     vec2 chroma_sum_4y = vec2(0.0);
    241     vec2 chroma_sum_4x = vec2(0.0);
    242 
    243     for (int i = 0; i < 4; i++) {
    244         luma_sum_4 += luma_pixels[i4[i]];
    245         luma_sum_4y += luma_pixels[i4y[i]];
    246         luma_sum_4x += luma_pixels[i4x[i]];
    247         chroma_sum_4 += chroma_pixels[i4[i]];
    248         chroma_sum_4y += chroma_pixels[i4y[i]];
    249         chroma_sum_4x += chroma_pixels[i4x[i]];
    250     }
    251 
    252     float luma_avg_12 = (luma_sum_4 + luma_sum_4y + luma_sum_4x) / 12.0;
    253     float luma_min_12 = luma_pixels[i12[0]];
    254     float luma_max_12 = luma_pixels[i12[0]];
    255     float luma_var_12 = 0.0;
    256     vec2 chroma_avg_12 = (chroma_sum_4 + chroma_sum_4y + chroma_sum_4x) / 12.0;
    257     vec2 chroma_var_12 = vec2(0.0);
    258     vec2 luma_chroma_cov_12 = vec2(0.0);
    259 
    260     for (int i = 0; i < 12; i++) {
    261         luma_min_12 = min(luma_min_12, luma_pixels[i12[i]]);
    262         luma_max_12 = max(luma_max_12, luma_pixels[i12[i]]);
    263         luma_var_12 += pow(luma_pixels[i12[i]] - luma_avg_12, 2.0);
    264         chroma_var_12 += pow(chroma_pixels[i12[i]] - chroma_avg_12, vec2(2.0));
    265         luma_chroma_cov_12 += (luma_pixels[i12[i]] - luma_avg_12) * (chroma_pixels[i12[i]] - chroma_avg_12);
    266     }
    267 
    268     vec2 corr = clamp(abs(luma_chroma_cov_12 / max(sqrt(luma_var_12 * chroma_var_12), 1e-6)), 0.0, 1.0);
    269     mix_coeff = pow(corr, corr_exponent) * mix_coeff;
    270 
    271     float luma_range_12 = max(luma_max_12 - luma_min_12, 1e-6);
    272     float extrapolation = max(max(luma_zero - luma_max_12, luma_min_12 - luma_zero), 0.0) / luma_range_12;
    273     mix_coeff *= clamp((8.0 - extrapolation) / 4.0, 0.0, 1.0);
    274 #endif
    275 
    276 #if (USE_12_TAP_REGRESSION == 1)
    277     vec2 alpha_12 = luma_chroma_cov_12 / max(luma_var_12, 1e-6);
    278     vec2 beta_12 = chroma_avg_12 - alpha_12 * luma_avg_12;
    279     vec2 chroma_pred_12 = clamp(alpha_12 * luma_zero + beta_12, 0.0, 1.0);
    280 #endif
    281 
    282 #if (USE_8_TAP_REGRESSIONS == 1)
    283     const int i8y[8] = {1, 2, 5, 6, 9, 10, 13, 14};
    284     const int i8x[8] = {4, 5, 6, 7, 8, 9, 10, 11};
    285 
    286     float luma_avg_8y = (luma_sum_4 + luma_sum_4y) / 8.0;
    287     float luma_avg_8x = (luma_sum_4 + luma_sum_4x) / 8.0;
    288     float luma_var_8y = 0.0;
    289     float luma_var_8x = 0.0;
    290     vec2 chroma_avg_8y = (chroma_sum_4 + chroma_sum_4y) / 8.0;
    291     vec2 chroma_avg_8x = (chroma_sum_4 + chroma_sum_4x) / 8.0;
    292     vec2 luma_chroma_cov_8y = vec2(0.0);
    293     vec2 luma_chroma_cov_8x = vec2(0.0);
    294 
    295     for (int i = 0; i < 8; i++) {
    296         luma_var_8y += pow(luma_pixels[i8y[i]] - luma_avg_8y, 2.0);
    297         luma_var_8x += pow(luma_pixels[i8x[i]] - luma_avg_8x, 2.0);
    298         luma_chroma_cov_8y += (luma_pixels[i8y[i]] - luma_avg_8y) * (chroma_pixels[i8y[i]] - chroma_avg_8y);
    299         luma_chroma_cov_8x += (luma_pixels[i8x[i]] - luma_avg_8x) * (chroma_pixels[i8x[i]] - chroma_avg_8x);
    300     }
    301 
    302     vec2 alpha_8y = luma_chroma_cov_8y / max(luma_var_8y, 1e-6);
    303     vec2 alpha_8x = luma_chroma_cov_8x / max(luma_var_8x, 1e-6);
    304     vec2 beta_8y = chroma_avg_8y - alpha_8y * luma_avg_8y;
    305     vec2 beta_8x = chroma_avg_8x - alpha_8x * luma_avg_8x;
    306     vec2 chroma_pred_8y = clamp(alpha_8y * luma_zero + beta_8y, 0.0, 1.0);
    307     vec2 chroma_pred_8x = clamp(alpha_8x * luma_zero + beta_8x, 0.0, 1.0);
    308     vec2 chroma_pred_8 = mix(chroma_pred_8y, chroma_pred_8x, 0.5);
    309 #endif
    310 
    311 #if (USE_12_TAP_REGRESSION == 1 && USE_8_TAP_REGRESSIONS == 1)
    312     output_pix.xy = mix(chroma_spatial, mix(chroma_pred_12, chroma_pred_8, 0.5), mix_coeff);
    313 #elif (USE_12_TAP_REGRESSION == 1 && USE_8_TAP_REGRESSIONS == 0)
    314     output_pix.xy = mix(chroma_spatial, chroma_pred_12, mix_coeff);
    315 #elif (USE_12_TAP_REGRESSION == 0 && USE_8_TAP_REGRESSIONS == 1)
    316     output_pix.xy = mix(chroma_spatial, chroma_pred_8, mix_coeff);
    317 #else
    318     output_pix.xy = chroma_spatial;
    319 #endif
    320 
    321     output_pix.xy = clamp(output_pix.xy, 0.0, 1.0);
    322     return output_pix;
    323 }
    324 
    325 //!PARAM distance_coeff
    326 //!TYPE float
    327 //!MINIMUM 0.0
    328 2.0
    329 
    330 //!PARAM intensity_coeff
    331 //!TYPE float
    332 //!MINIMUM 0.0
    333 128.0
    334 
    335 //!HOOK CHROMA
    336 //!BIND CHROMA
    337 //!BIND LUMA
    338 //!BIND LUMA_LR
    339 //!DESC Chroma From Luma Prediction (Smoothing Chroma)
    340 
    341 float comp_w(vec2 spatial_distance, float intensity_distance) {
    342     return max(100.0 * exp(-distance_coeff * pow(length(spatial_distance), 2.0) - intensity_coeff * pow(intensity_distance, 2.0)), 1e-32);
    343 }
    344 
    345 vec4 hook() {
    346     vec4 output_pix = vec4(0.0, 0.0, 0.0, 1.0);
    347     float luma_zero = LUMA_texOff(0).x;
    348     float wt = 0.0;
    349     vec2 ct = vec2(0.0);
    350 
    351     for (int i = -1; i < 2; i++) {
    352         for (int j = -1; j < 2; j++) {
    353             vec2 chroma_pixels = CHROMA_texOff(vec2(i, j)).xy;
    354             float luma_pixels = LUMA_texOff(vec2(i, j)).x;
    355             float w = comp_w(vec2(i, j), luma_zero - luma_pixels);
    356             wt += w;
    357             ct += w * chroma_pixels;
    358         }
    359     }
    360 
    361     output_pix.xy = clamp(ct / wt, 0.0, 1.0);
    362     return output_pix;
    363 }