mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
58 lines
1.8 KiB
Plaintext
58 lines
1.8 KiB
Plaintext
|
#version 450
|
|||
|
|
|||
|
// based on Cole Cecil's
|
|||
|
// Scaling Pixel ARt Without Destroying It
|
|||
|
// https://colececil.io/blog/2017/scaling-pixel-art-without-destroying-it/
|
|||
|
|
|||
|
// This shader needs bilinear filtering
|
|||
|
|
|||
|
layout(push_constant) uniform Push
|
|||
|
{
|
|||
|
vec4 SourceSize;
|
|||
|
vec4 OriginalSize;
|
|||
|
vec4 OutputSize;
|
|||
|
uint FrameCount;
|
|||
|
} params;
|
|||
|
|
|||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|||
|
{
|
|||
|
mat4 MVP;
|
|||
|
} global;
|
|||
|
|
|||
|
#pragma stage vertex
|
|||
|
layout(location = 0) in vec4 Position;
|
|||
|
layout(location = 1) in vec2 TexCoord;
|
|||
|
layout(location = 0) out vec2 vTexCoord;
|
|||
|
layout(location = 1) out vec2 textureCoords;
|
|||
|
|
|||
|
void main()
|
|||
|
{
|
|||
|
gl_Position = global.MVP * Position;
|
|||
|
vTexCoord = TexCoord * 1.00001;
|
|||
|
textureCoords = vTexCoord * params.SourceSize.xy;
|
|||
|
}
|
|||
|
|
|||
|
#pragma stage fragment
|
|||
|
layout(location = 0) in vec2 vTexCoord;
|
|||
|
layout(location = 1) in vec2 textureCoords;
|
|||
|
layout(location = 0) out vec4 FragColor;
|
|||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|||
|
|
|||
|
void main()
|
|||
|
{
|
|||
|
// For the current screen pixel, find its location in relation to the nearest texels).
|
|||
|
vec2 locationWithinTexel = fract(textureCoords);
|
|||
|
|
|||
|
// How many texels are in each pixel
|
|||
|
vec2 texelsPerPixel = params.OutputSize.zw * params.SourceSize.xy;
|
|||
|
|
|||
|
// Determine how much (if at all) we need to interpolate between the colors of the nearest texels
|
|||
|
// No interpolation means it’s using nearest neighbor filtering.
|
|||
|
// Interpolation means it’s using bilinear filtering
|
|||
|
vec2 interpolationAmount = clamp(locationWithinTexel / texelsPerPixel, 0., 0.5)
|
|||
|
+ clamp((locationWithinTexel - 1.) / texelsPerPixel + 0.5, 0., 0.5);
|
|||
|
|
|||
|
// Given the interpolation amount, calculate and return the color of the pixel.
|
|||
|
vec2 finalTextureCoords = (floor(textureCoords) + interpolationAmount) * params.SourceSize.zw;
|
|||
|
FragColor = vec4(texture(Source, finalTextureCoords).rgb, 1.0);
|
|||
|
}
|