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