mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
126 lines
3.4 KiB
Plaintext
126 lines
3.4 KiB
Plaintext
|
#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);
|
||
|
}
|