slang-shaders/interpolation/shaders/bilinear-adjustable.slang

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#version 450
/*
April 2023
Adjustable Bilinear by DariusG
*/
#pragma parameter sharp1 "Horizontal Sharpness" 1.0 1.0 10.0 0.1
#pragma parameter sharp2 "Vertical Sharpness" 1.0 1.0 10.0 0.1
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
float sharp1;
float sharp2;
} params;
#define sharp1 params.sharp1
#define sharp2 params.sharp2
#define SourceSize params.SourceSize
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 FinalViewportSize;
vec4 OutputSize;
} global;
#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*1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
void main()
{
vec2 OneTexel = SourceSize.zw;
vec2 OGL2Pos = vTexCoord * SourceSize.xy;
vec2 pC4 = floor(OGL2Pos) * OneTexel + 0.5*OneTexel;
vec2 coord4 = vec2 (0.0);
vec2 coord2 = vec2 (OneTexel.x, 0.0 );
vec2 coord1 = vec2 (0.0, OneTexel.y);
vec2 coord3 = vec2 (OneTexel.x, OneTexel.y);
vec4 s4 = vec4(texture(Source, pC4 + coord4));
vec4 s2 = vec4(texture(Source, pC4 + coord2));
vec4 s1 = vec4(texture(Source, pC4 + coord1));
vec4 s3 = vec4(texture(Source, pC4 + coord3));
float fu = pow(fract(OGL2Pos.x),sharp1);
float fv = pow(fract(OGL2Pos.y),sharp2);
vec4 tmp1 = mix(s4, s2, fu);
vec4 tmp2 = mix(s1, s3, fu);
vec4 t0 = mix(tmp1, tmp2, fv);
FragColor = t0;
}