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https://github.com/italicsjenga/slang-shaders.git
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Fix subpixel AA in pixel AA shader
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@ -1,7 +1,7 @@
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#version 450
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#version 450
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/*
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/*
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Pixel AA v1.0 by fishku
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Pixel AA v1.1 by fishku
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Copyright (C) 2023
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Copyright (C) 2023
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Public domain license (CC0)
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Public domain license (CC0)
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@ -24,11 +24,12 @@
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subpixel anti-aliasing, results are identical to the "pixellate" shader.
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subpixel anti-aliasing, results are identical to the "pixellate" shader.
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Changelog:
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Changelog:
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v1.1: Better subpixel sampling.
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v1.0: Initial release.
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v1.0: Initial release.
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*/
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*/
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// clang-format off
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// clang-format off
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#pragma parameter PIX_AA_SETTINGS "=== Pixel AA v1.0 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter PIX_AA_SETTINGS "=== Pixel AA v1.1 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter PIX_AA_SHARP "Pixel AA sharpening amount" 1.0 1.0 4.0 0.05
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#pragma parameter PIX_AA_SHARP "Pixel AA sharpening amount" 1.0 1.0 4.0 0.05
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#pragma parameter PIX_AA_GAMMA "Enable gamma-correct blending" 1.0 0.0 1.0 1.0
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#pragma parameter PIX_AA_GAMMA "Enable gamma-correct blending" 1.0 0.0 1.0 1.0
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#pragma parameter PIX_AA_SUBPX "Enable subpixel AA" 0.0 0.0 1.0 1.0
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#pragma parameter PIX_AA_SUBPX "Enable subpixel AA" 0.0 0.0 1.0 1.0
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@ -82,12 +83,15 @@ vec3 to_lin(vec3 x) { return pow(x, vec3(2.2)); }
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vec3 to_srgb(vec3 x) { return pow(x, vec3(1.0 / 2.2)); }
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vec3 to_srgb(vec3 x) { return pow(x, vec3(1.0 / 2.2)); }
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vec2 get_texel_size(vec2 pix_coord) {
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return clamp(fwidth(pix_coord), 1.0e-5, 1.0);
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}
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// Params:
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// Params:
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// pix_coord: Coordinate in source pixel coordinates
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// pix_coord: Coordinate in source pixel coordinates
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// px_size_uv: 1 / source resolution
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// px_size_uv: 1 / source resolution
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vec3 sample_aa(sampler2D tex, vec2 pix_coord, vec2 px_size_uv,
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vec3 sample_aa(sampler2D tex, vec2 pix_coord, vec2 px_size_uv,
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bool gamma_correct, float sharpness) {
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bool gamma_correct, float sharpness, vec2 tx_size) {
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const vec2 tx_size = clamp(fwidth(pix_coord), 1.0e-5, 1.0);
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const vec2 tx_coord = pix_coord - 0.5 * tx_size;
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const vec2 tx_coord = pix_coord - 0.5 * tx_size;
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const vec2 tx_coord_i = floor(tx_coord);
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const vec2 tx_coord_i = floor(tx_coord);
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const vec2 tx_offset =
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const vec2 tx_offset =
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@ -110,6 +114,13 @@ vec3 sample_aa(sampler2D tex, vec2 pix_coord, vec2 px_size_uv,
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}
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}
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}
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}
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vec3 sample_aa(sampler2D tex, vec2 pix_coord, vec2 px_size_uv,
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bool gamma_correct, float sharpness) {
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const vec2 tx_size = get_texel_size(pix_coord);
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return sample_aa(tex, pix_coord, px_size_uv, gamma_correct, sharpness,
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tx_size);
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}
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void main() {
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void main() {
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if (param.PIX_AA_SUBPX < 0.5) {
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if (param.PIX_AA_SUBPX < 0.5) {
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FragColor =
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FragColor =
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@ -124,9 +135,12 @@ void main() {
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pix_coord +
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pix_coord +
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vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0, 0.0) *
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vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0, 0.0) *
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param.OutputSize.zw * param.SourceSize.xy;
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param.OutputSize.zw * param.SourceSize.xy;
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FragColor[i + 1] =
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// With subpixel sampling, the sampling area is effectively reduced
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sample_aa(Source, subpix_coord, param.SourceSize.zw,
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// to a third.
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param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP)[i + 1];
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const vec2 tx_size = get_texel_size(subpix_coord) / vec2(3.0, 1.0);
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FragColor[i + 1] = sample_aa(
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Source, subpix_coord, param.SourceSize.zw,
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param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP, tx_size)[i + 1];
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}
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}
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FragColor[3] = 1.0;
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FragColor[3] = 1.0;
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}
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}
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