mirror of
https://github.com/italicsjenga/slang-shaders.git
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190 lines
7.6 KiB
Plaintext
190 lines
7.6 KiB
Plaintext
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#version 450
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/*
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Average fill v1.0 by fishku
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Copyright (C) 2023
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Public domain license (CC0)
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This shader preset allows cropping the image on any side, and filling the
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cropped area with the average color of an adjustable area next to it.
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This is useful for certain games that do not render a full image to maintain
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the overall aspect ratio and to avoid burn-in.
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In case the image is cropped on multiple sides, different blend modes for
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the corner are available. Simply change the parameter for the "corner blend
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mode".
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The available corner blend modes are:
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0 = Draw horizontal bars on top
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1 = Draw vertical bars on top
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2 = Blend bars by weighted averaging
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3 = Smooth angle-based blending
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Changelog:
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v1.0: Initial release.
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*/
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#include "parameters.slang"
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layout(push_constant) uniform Push {
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vec4 InputSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float OS_CROP_TOP;
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float OS_CROP_BOTTOM;
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float OS_CROP_LEFT;
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float OS_CROP_RIGHT;
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float CORNER_BLEND_MODE;
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float SAMPLE_SIZE;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
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global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Input;
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layout(set = 0, binding = 3) uniform sampler2D Top;
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layout(set = 0, binding = 4) uniform sampler2D Bottom;
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layout(set = 0, binding = 5) uniform sampler2D Left;
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layout(set = 0, binding = 6) uniform sampler2D Right;
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#define PI 3.1415926538
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// For mipmap sampling, use a big offset to get the average of a PoT input.
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#define BIG_NUMBER 9000.1
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vec3 blend_corner(vec3 a, // The first color to blend
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vec3 b, // The second color to blend
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float wa, // The weight of the first color
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float wb, // The weight of the second color
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vec2 pixel_coord, // The coordinate to evaluate the blend for
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vec2 corner_coord, // The coordinate of the corner of the
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// content after cropping
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vec2 gap_size // The component-wise distance from the corner
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// of the content to the corner of the viewport
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) {
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switch (int(param.CORNER_BLEND_MODE)) {
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case 0:
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// Horizontal bars on top
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return b;
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case 1:
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// Vertical bars on top
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return a;
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case 2:
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// Weighted average of averages
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return mix(a, b, wa / (wa + wb));
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case 3:
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default:
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// Angle blend
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const vec2 delta = (pixel_coord - corner_coord) / gap_size;
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// Use absolutes to always operate in 1st quadrant.
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// This makes the angle work out to be correct in all cases when
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// carefully choosing argument ordering.
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const float angle = atan(abs(delta.y), abs(delta.x)) / (PI * 0.5);
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// Smoothstep makes the transition perceptually smoother.
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return mix(a, b, smoothstep(0.0, 1.0, angle));
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}
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}
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void main() {
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const vec2 pixel_coord = vTexCoord * param.InputSize.xy;
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if (pixel_coord.x < param.OS_CROP_LEFT) {
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const vec3 left = textureLod(Left, vec2(0.5), BIG_NUMBER).rgb;
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if (pixel_coord.y < param.OS_CROP_TOP) {
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// Top left corner
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const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb;
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FragColor =
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vec4(blend_corner(left, top,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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pixel_coord,
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vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP),
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vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP)),
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1.0);
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} else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Left bar
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FragColor = vec4(left, 1.0);
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} else {
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// Bottom left corner
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const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb;
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FragColor = vec4(
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blend_corner(left, bottom,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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pixel_coord,
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vec2(param.OS_CROP_LEFT,
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param.InputSize.y - param.OS_CROP_BOTTOM),
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vec2(param.OS_CROP_LEFT, param.OS_CROP_BOTTOM)),
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1.0);
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}
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} else if (pixel_coord.x < param.InputSize.x - param.OS_CROP_RIGHT) {
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if (pixel_coord.y < param.OS_CROP_TOP) {
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// Top bar
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FragColor = vec4(textureLod(Top, vec2(0.5), BIG_NUMBER).rgb, 1.0);
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} else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Uncropped
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// Do a sharp (nearest neighbor) resampling.
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FragColor = vec4(
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texture(Input, (floor(vTexCoord * param.InputSize.xy) + 0.5) *
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param.InputSize.zw)
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.rgb,
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1.0);
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} else {
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// Bottom bar
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FragColor =
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vec4(textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb, 1.0);
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}
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} else {
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const vec3 right = textureLod(Right, vec2(0.5), BIG_NUMBER).rgb;
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if (pixel_coord.y < param.OS_CROP_TOP) {
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// Top right corner
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const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb;
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FragColor =
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vec4(blend_corner(right, top,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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pixel_coord,
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vec2(param.InputSize.x - param.OS_CROP_RIGHT,
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param.OS_CROP_TOP),
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vec2(param.OS_CROP_RIGHT, param.OS_CROP_TOP)),
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1.0);
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} else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Right bar
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FragColor = vec4(right, 1.0);
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} else {
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// Bottom right corner
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const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb;
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FragColor = vec4(
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blend_corner(right, bottom,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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pixel_coord,
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vec2(param.InputSize.x - param.OS_CROP_RIGHT,
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param.InputSize.y - param.OS_CROP_BOTTOM),
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vec2(param.OS_CROP_RIGHT, param.OS_CROP_BOTTOM)),
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1.0);
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}
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}
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}
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