slang-shaders/border/shaders/blur_fill/scaling.slang

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// See compose.slang for copyright and other information.
// Pixels in input coord. space
vec2 eff_input_res() {
if (param.CENTER_CROP > 0.5) {
return param.InputSize.xy -
vec2(param.OS_CROP_LEFT + param.OS_CROP_RIGHT,
param.OS_CROP_TOP + param.OS_CROP_BOTTOM);
}
return param.InputSize.xy -
2.0 * vec2(min(param.OS_CROP_LEFT, param.OS_CROP_RIGHT),
min(param.OS_CROP_TOP, param.OS_CROP_BOTTOM));
}
// Output to input scaling, in unit coordinate systems.
vec2 scale_o2i() {
const vec2 eff_input_res = eff_input_res();
const vec2 eff_aspect =
vec2(eff_input_res.x, param.FORCE_ASPECT_RATIO > 0.5
? eff_input_res.y / param.InputSize.y *
param.InputSize.x * param.ASPECT_V /
param.ASPECT_H
: eff_input_res.y);
if (param.FinalViewportSize.x / eff_aspect.x <
param.FinalViewportSize.y / eff_aspect.y) {
// Scale will be limited by width. Calc x scale, then derive y scale
// using aspect ratio.
const float scale_x =
param.FORCE_INTEGER_SCALING > 0.5
? floor(param.FinalViewportSize.x / eff_input_res.x)
: param.FinalViewportSize.x / eff_input_res.x;
const float scale_y = scale_x * eff_input_res.x * eff_aspect.y /
(eff_input_res.y * eff_aspect.x);
return param.FinalViewportSize.xy * param.InputSize.zw /
vec2(scale_x, scale_y);
} else {
// Scale will be limited by height.
const float scale_y =
param.FORCE_INTEGER_SCALING > 0.5
? floor(param.FinalViewportSize.y / eff_input_res.y)
: param.FinalViewportSize.y / eff_input_res.y;
const float scale_x = scale_y * eff_input_res.y * eff_aspect.x /
(eff_input_res.x * eff_aspect.y);
return param.FinalViewportSize.xy * param.InputSize.zw /
vec2(scale_x, scale_y);
}
}
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// Input to output scaling, in unit coordinate systems.
vec2 scale_i2o() { return 1.0 / scale_o2i(); }
// Get adjusted center in input unit coordinate system.
vec2 get_input_center() {
return param.CENTER_CROP > 0.5
? 0.5 * param.InputSize.zw *
vec2(param.OS_CROP_LEFT + param.InputSize.x -
param.OS_CROP_RIGHT,
param.OS_CROP_TOP + param.InputSize.y -
param.OS_CROP_BOTTOM)
: vec2(0.49999);
}
// In unit space (output to input).
// coord_in_input_space = o2i(coord_in_output_space)
// This is used to sample from the input texture in the output pass.
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vec2 o2i(vec2 x) { return (x - 0.49999) * scale_o2i() + get_input_center(); }
// In unit coordinate systems.
vec2 i2o(vec2 x) { return (x - get_input_center()) * scale_i2o() + 0.49999; }