slang-shaders/pixel-art-scaling/shaders/uniform-nearest.slang

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#version 450
/*
* gizmo98 uniform-nearest shader
* Copyright (C) 2023 gizmo98
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* version 0.1, 28.04.2023
* ---------------------------------------------------------------------------------------
* - initial commit
*
* https://github.com/gizmo98/gizmo-crt-shader
*
* This shader texture AA shader code and subpixel scaling to produce a nearest neighbor
* look with even placed pixels. If nearest neighbor is applied to fractional scaled output
* pixels look uneven and moving sprites change dimension which looks ugly.
*
* BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch
*
* uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BGR_LCD_PATTERN;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec2 saturateA(in vec2 x)
{
return clamp(x, 0.0, 1.0);
}
vec2 magnify(in vec2 uv, in vec2 res)
{
uv *= res;
return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
}
vec4 textureAA(in vec2 uv){
vec2 texSize = vec2(textureSize(Source, 0));
uv = magnify(uv,texSize.xy);
uv = uv*texSize.xy + 0.5;
vec2 iuv = floor(uv);
vec2 fuv = uv - iuv;
uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
return texture( Source, uv );
}
vec4 textureSubpixelScaling(in vec2 uvr, in vec2 uvg, in vec2 uvb ){
return vec4(textureAA(uvr).r, textureAA(uvg).g, textureAA(uvb).b, 1.0);
}
float GetFuv(in vec2 uv){
vec2 texSize = vec2(textureSize(Source, 0));
uv = uv*texSize.xy + 0.5;
vec2 iuv = floor(uv);
vec2 fuv = uv - iuv;
return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5);
}
vec3 XCoords(in float coord, in float factor){
float iGlobalTime = float(params.FrameCount)*0.025;
float spread = 0.333;
vec3 coords = vec3(coord);
if(params.BGR_LCD_PATTERN == 1.0)
coords.r += spread * 2.0;
else
coords.b += spread * 2.0;
coords.g += spread;
coords *= factor;
return coords;
}
float YCoord(in float coord, in float factor){
return coord * factor;
}
void main()
{
vec2 texSize = vec2(textureSize(Source, 0));
vec2 texcoord = vTexCoord.xy;
vec2 fragCoord = texcoord.xy * params.OutputSize.xy;
vec2 factor = texSize.xy / params.OutputSize.xy ;
highp float yCoord = YCoord(fragCoord.y, factor.y) ;
highp vec3 xCoords = XCoords(fragCoord.x, factor.x) ;
vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y) ;
vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy;
vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy;
FragColor = textureSubpixelScaling(coord_r,coord_g,coord_b);
}