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https://github.com/italicsjenga/slang-shaders.git
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add default auto-pre-scale to sharp-bilinear
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@ -2,15 +2,19 @@
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layout(push_constant) uniform Push
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layout(push_constant) uniform Push
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{
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float SHARP_BILINEAR_PRE_SCALE;
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float SHARP_BILINEAR_PRE_SCALE;
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} param;
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float AUTO_PRESCALE;
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} params;
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#pragma parameter SHARP_BILINEAR_PRE_SCALE "Sharp Bilinear Prescale" 4.0 1.0 10.0 1.0
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#pragma parameter AUTO_PRESCALE "Automatic Prescale" 1.0 0.0 1.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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} global;
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/*
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/*
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@ -22,8 +26,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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* sharper image than plain bilinear.
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* sharper image than plain bilinear.
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*/
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*/
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#pragma parameter SHARP_BILINEAR_PRE_SCALE "Sharp Bilinear Prescale" 4.0 1.0 10.0 1.0
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#pragma stage vertex
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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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 = 1) in vec2 TexCoord;
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@ -45,15 +47,16 @@ void main()
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vec2 texel = vTexCoord * global.SourceSize.xy;
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vec2 texel = vTexCoord * global.SourceSize.xy;
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vec2 texel_floored = floor(texel);
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vec2 texel_floored = floor(texel);
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vec2 s = fract(texel);
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vec2 s = fract(texel);
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float region_range = 0.5 - 0.5 / param.SHARP_BILINEAR_PRE_SCALE;
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float scale = (AUTO_PRESCALE > 0.5) ? floor(params.OutputSize.y / params.SourceSize.y) : params.SHARP_BILINEAR_PRE_SCALE;
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float region_range = 0.5 - 0.5 / scale;
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// Figure out where in the texel to sample to get correct pre-scaled bilinear.
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// Figure out where in the texel to sample to get correct pre-scaled bilinear.
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// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
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// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
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vec2 center_dist = s - 0.5;
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vec2 center_dist = s - 0.5;
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vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * param.SHARP_BILINEAR_PRE_SCALE + 0.5;
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vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
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vec2 mod_texel = texel_floored + f;
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vec2 mod_texel = texel_floored + f;
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FragColor = vec4(texture(Source, mod_texel / global.SourceSize.xy).rgb, 1.0);
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FragColor = vec4(texture(Source, mod_texel / global.SourceSize.xy).rgb, 1.0);
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}
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}
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