mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 03:11:31 +11:00
54 lines
1.4 KiB
Plaintext
54 lines
1.4 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
vec4 OutputSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 SourceSize;
|
||
|
} global;
|
||
|
|
||
|
/*
|
||
|
* sharp-bilinear.cg
|
||
|
* Author: Themaister
|
||
|
* License: Public domain
|
||
|
*
|
||
|
* Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, giving a
|
||
|
* sharper image than plain bilinear.
|
||
|
*/
|
||
|
|
||
|
#define SHARP_BILINEAR_PRE_SCALE 4.0
|
||
|
|
||
|
#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;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 texel = vTexCoord * global.SourceSize.xy;
|
||
|
vec2 texel_floored = floor(texel);
|
||
|
vec2 s = fract(texel);
|
||
|
float region_range = 0.5 - 0.5 / SHARP_BILINEAR_PRE_SCALE;
|
||
|
|
||
|
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
|
||
|
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
|
||
|
|
||
|
vec2 center_dist = s - 0.5;
|
||
|
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * SHARP_BILINEAR_PRE_SCALE + 0.5;
|
||
|
|
||
|
vec2 mod_texel = texel_floored + f;
|
||
|
|
||
|
FragColor = vec4(texture(Source, mod_texel / global.SourceSize.xy).rgb, 1.0);
|
||
|
}
|