many optimizations

This commit is contained in:
Tanishq Dubey 2025-04-13 14:52:23 -04:00
parent 4a80fa5e6b
commit 3da342465d
5 changed files with 3470 additions and 820 deletions

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@ -23,9 +23,9 @@ OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
LINUX_GL_LIBS = -lGLEW -lGL -ldl
CXXFLAGS = -std=c++17 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS = -std=c++17 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -DIMGUI_DEFINE_MATH_OPERATORS
CXXFLAGS += -g -Wall -Wformat -O3
LIBS = -lraw -ljpeg -lpng -ltiff -lz -lm -DIMGUI -DIMGUI_DEFINE_MATH_OPERATORS
LIBS = -lraw -ljpeg -lpng -ltiff -lz -lm -DIMGUI -DIMGUI_DEFINE_MATH_OPERATORS -DCUSTOM_IN_APP_GPU_PROFILER_CONFIG=iagpConfig.h
##---------------------------------------------------------------------

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@ -1,24 +1,24 @@
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@ -276,10 +276,58 @@ Pos=290,135
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=2803,720 CentralNode=1 Selected=0x9B39CB70
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[Window][Open Image File##filebrowser_111150851768640]
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2253
llm.md

File diff suppressed because it is too large Load Diff

1907
main.cpp

File diff suppressed because it is too large Load Diff

46
shaders/diff.frag Normal file
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@ -0,0 +1,46 @@
#version 330 core
// Or appropriate GLSL version
out vec4 FragColor;
in vec2 TexCoords; // Comes from passthrough.vert
uniform sampler2D texBefore;
uniform sampler2D texAfter;
uniform float diffBoost = 5.0; // Uniform to control contrast boost
// Basic Luma calculation (Rec.709)
float Luma(vec3 color) {
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
void main() {
vec3 colorBefore = texture(texBefore, TexCoords).rgb;
vec3 colorAfter = texture(texAfter, TexCoords).rgb;
// Calculate absolute difference per channel
vec3 diff = abs(colorAfter - colorBefore);
// Calculate average difference or luma difference (luma might be better)
// float avgDiff = (diff.r + diff.g + diff.b) / 3.0;
float lumaDiff = abs(Luma(colorAfter) - Luma(colorBefore));
// Boost the difference for visibility and clamp
float boostedDiff = clamp(lumaDiff * diffBoost, 0.0, 1.0);
// Output as grayscale
FragColor = vec4(vec3(boostedDiff), 1.0);
// --- Alternative Visualizations ---
// // Simple Red highlight for changes:
// if (boostedDiff > 0.05) { // Threshold
// FragColor = vec4(1.0, 0.0, 0.0, 1.0);
// } else {
// FragColor = vec4(colorBefore, 1.0); // Show original where no change
// }
// // False color based on difference magnitude (example):
// vec3 diffColor = vec3(boostedDiff * 2.0, (1.0 - boostedDiff) * 2.0, 0.0); // Example: Red=High diff, Green=Low diff
// FragColor = vec4(clamp(diffColor, 0.0, 1.0), 1.0);
}