lygia
/v1.1.6
/filter
/median
/2D_fast5
)3x3 median filter, adapted from "A Fast, Small-Radius GPU Median Filter" by Morgan McGuire in ShaderX6 https://casual-effects.com/research/McGuire2008Median/index.html
Dependencies:
Use:
median2D_fast5(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel)
#ifndef MEDIAN2D_FAST5_TYPE
#ifdef MEDIAN2D_TYPE
#define MEDIAN2D_FAST5_TYPE MEDIAN2D_TYPE
#else
#define MEDIAN2D_FAST5_TYPE vec4
#endif
#endif
#ifndef MEDIAN2D_FAST5_SAMPLER_FNC
#ifdef MEDIAN_SAMPLER_FNC
#define MEDIAN2D_FAST5_SAMPLER_FNC(TEX, UV) MEDIAN_SAMPLER_FNC(TEX, UV)
#else
#define MEDIAN2D_FAST5_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef MEDIAN_S2
#define MEDIAN_S2(a, b) temp = a; a = min(a, b); b = max(temp, b);
#endif
#ifndef MEDIAN_2
#define MEDIAN_2(a, b) MEDIAN_S2(v[a], v[b]);
#endif
#ifndef FNC_MEDIAN2D_FAST5
#define FNC_MEDIAN2D_FAST5
#define MEDIAN_S2(a, b) temp = a; a = min(a, b); b = max(temp, b);
#define MEDIAN_2(a, b) MEDIAN_S2(v[a], v[b]);
#define MEDIAN_24(a, b, c, d, e, f, g, h) MEDIAN_2(a, b); MEDIAN_2(c, d); MEDIAN_2(e, f); MEDIAN_2(g, h);
#define MEDIAN_25(a, b, c, d, e, f, g, h, i, j) MEDIAN_24(a, b, c, d, e, f, g, h); MEDIAN_2(i, j);
MEDIAN2D_FAST5_TYPE median2D_fast5(in SAMPLER_TYPE tex, in vec2 st, in vec2 radius) {
MEDIAN2D_FAST5_TYPE v[25];
for (int dX = -2; dX <= 2; ++dX) {
for (int dY = -2; dY <= 2; ++dY) {
vec2 offset = vec2(float(dX), float(dY));
// If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
// pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
// bottom right pixel of the window at pixel[N-1].
v[(dX + 2) * 5 + (dY + 2)] = MEDIAN2D_FAST5_SAMPLER_FNC(tex, st + offset * radius);
}
}
MEDIAN2D_FAST5_TYPE temp = MEDIAN2D_FAST5_TYPE(0.);
MEDIAN_25(0, 1, 3, 4, 2, 4, 2, 3, 6, 7);
MEDIAN_25(5, 7, 5, 6, 9, 7, 1, 7, 1, 4);
MEDIAN_25(12, 13, 11, 13, 11, 12, 15, 16, 14, 16);
MEDIAN_25(14, 15, 18, 19, 17, 19, 17, 18, 21, 22);
MEDIAN_25(20, 22, 20, 21, 23, 24, 2, 5, 3, 6);
MEDIAN_25(0, 6, 0, 3, 4, 7, 1, 7, 1, 4);
MEDIAN_25(11, 14, 8, 14, 8, 11, 12, 15, 9, 15);
MEDIAN_25(9, 12, 13, 16, 10, 16, 10, 13, 20, 23);
MEDIAN_25(17, 23, 17, 20, 21, 24, 18, 24, 18, 21);
MEDIAN_25(19, 22, 8, 17, 9, 18, 0, 18, 0, 9);
MEDIAN_25(10, 19, 1, 19, 1, 10, 11, 20, 2, 20);
MEDIAN_25(2, 11, 12, 21, 3, 21, 3, 12, 13, 22);
MEDIAN_25(4, 22, 4, 13, 14, 23, 5, 23, 5, 14);
MEDIAN_25(15, 24, 6, 24, 6, 15, 7, 16, 7, 19);
MEDIAN_25(3, 11, 5, 17, 11, 17, 9, 17, 4, 10);
MEDIAN_25(6, 12, 7, 14, 4, 6, 4, 7, 12, 14);
MEDIAN_25(10, 14, 6, 7, 10, 12, 6, 10, 6, 17);
MEDIAN_25(12, 17, 7, 17, 7, 10, 12, 18, 7, 12);
MEDIAN_24(10, 18, 12, 20, 10, 20, 10, 12);
return v[12];
}
#endif
Dependencies:
Use:
median2D_fast5(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel)
#ifndef MEDIAN2D_FAST5_TYPE
#ifdef MEDIAN2D_TYPE
#define MEDIAN2D_FAST5_TYPE MEDIAN2D_TYPE
#else
#define MEDIAN2D_FAST5_TYPE float4
#endif
#endif
#ifndef MEDIAN2D_FAST5_SAMPLER_FNC
#ifdef MEDIAN_SAMPLER_FNC
#define MEDIAN2D_FAST5_SAMPLER_FNC(TEX, UV) MEDIAN_SAMPLER_FNC(TEX, UV)
#else
#define MEDIAN2D_FAST5_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#endif
#ifndef MEDIAN_S2
#define MEDIAN_S2(a, b) temp = a; a = min(a, b); b = max(temp, b);
#endif
#ifndef MEDIAN_2
#define MEDIAN_2(a, b) MEDIAN_S2(v[a], v[b]);
#endif
#ifndef FNC_MEDIAN2D_FAST5
#define FNC_MEDIAN2D_FAST5
#define MEDIAN_S2(a, b) temp = a; a = min(a, b); b = max(temp, b);
#define MEDIAN_2(a, b) MEDIAN_S2(v[a], v[b]);
#define MEDIAN_24(a, b, c, d, e, f, g, h) MEDIAN_2(a, b); MEDIAN_2(c, d); MEDIAN_2(e, f); MEDIAN_2(g, h);
#define MEDIAN_25(a, b, c, d, e, f, g, h, i, j) MEDIAN_24(a, b, c, d, e, f, g, h); MEDIAN_2(i, j);
MEDIAN2D_FAST5_TYPE median2D_fast5(in SAMPLER_TYPE tex, in float2 st, in float2 radius) {
MEDIAN2D_FAST5_TYPE v[25];
for (int dX = -2; dX <= 2; ++dX) {
for (int dY = -2; dY <= 2; ++dY) {
float2 offset = float2(float(dX), float(dY));
// If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + (dY + R) of the
// pixel array. This will fill the pixel array, with the top left pixel of the window at pixel[0] and the
// bottom right pixel of the window at pixel[N-1].
v[(dX + 2) * 5 + (dY + 2)] = MEDIAN2D_FAST5_SAMPLER_FNC(tex, st + offset * radius);
}
}
MEDIAN2D_FAST5_TYPE temp = MEDIAN2D_FAST5_TYPE(0.,0.,0.,0.);
MEDIAN_25(0, 1, 3, 4, 2, 4, 2, 3, 6, 7);
MEDIAN_25(5, 7, 5, 6, 9, 7, 1, 7, 1, 4);
MEDIAN_25(12, 13, 11, 13, 11, 12, 15, 16, 14, 16);
MEDIAN_25(14, 15, 18, 19, 17, 19, 17, 18, 21, 22);
MEDIAN_25(20, 22, 20, 21, 23, 24, 2, 5, 3, 6);
MEDIAN_25(0, 6, 0, 3, 4, 7, 1, 7, 1, 4);
MEDIAN_25(11, 14, 8, 14, 8, 11, 12, 15, 9, 15);
MEDIAN_25(9, 12, 13, 16, 10, 16, 10, 13, 20, 23);
MEDIAN_25(17, 23, 17, 20, 21, 24, 18, 24, 18, 21);
MEDIAN_25(19, 22, 8, 17, 9, 18, 0, 18, 0, 9);
MEDIAN_25(10, 19, 1, 19, 1, 10, 11, 20, 2, 20);
MEDIAN_25(2, 11, 12, 21, 3, 21, 3, 12, 13, 22);
MEDIAN_25(4, 22, 4, 13, 14, 23, 5, 23, 5, 14);
MEDIAN_25(15, 24, 6, 24, 6, 15, 7, 16, 7, 19);
MEDIAN_25(3, 11, 5, 17, 11, 17, 9, 17, 4, 10);
MEDIAN_25(6, 12, 7, 14, 4, 6, 4, 7, 12, 14);
MEDIAN_25(10, 14, 6, 7, 10, 12, 6, 10, 6, 17);
MEDIAN_25(12, 17, 7, 17, 7, 10, 12, 18, 7, 12);
MEDIAN_24(10, 18, 12, 20, 10, 20, 10, 12);
return v[12];
}
#endif
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