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Add uniform-nearest shader
Features: - produces nearest neighbor look with fractional scales. - uses texture AA shader code. - uses hotizontal subpixel scaling. - due to different pixel sizes, moving sprites change dimension if nearest neighbor is used with fractional scaling. This looks unsteady. This shader uniforms pixel dimensions. Output looks much quieter. https://forums.libretro.com/t/uniform-nearest-interpolation-shader/41492
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125
interpolation/shaders/uniform-nearest.slang
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125
interpolation/shaders/uniform-nearest.slang
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#version 450
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/*
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* gizmo98 uniform-nearest shader
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* Copyright (C) 2023 gizmo98
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* version 0.1, 28.04.2023
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* ---------------------------------------------------------------------------------------
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* - initial commit
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*
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* https://github.com/gizmo98/gizmo-crt-shader
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*
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* This shader texture AA shader code and subpixel scaling to produce a nearest neighbor
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* look with even placed pixels. If nearest neighbor is applied to fractional scaled output
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* pixels look uneven and moving sprites change dimension which looks ugly.
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*
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* BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch
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*
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* uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX
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*/
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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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float BGR_LCD_PATTERN;
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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 parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0
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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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{
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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 Source;
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vec2 saturateA(in vec2 x)
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{
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return clamp(x, 0.0, 1.0);
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}
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vec2 magnify(in vec2 uv, in vec2 res)
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{
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uv *= res;
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return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
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}
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vec4 textureAA(in vec2 uv){
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vec2 texSize = vec2(textureSize(Source, 0));
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uv = magnify(uv,texSize.xy);
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uv = uv*texSize.xy + 0.5;
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vec2 iuv = floor(uv);
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vec2 fuv = uv - iuv;
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uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
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return texture( Source, uv );
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}
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vec4 textureSubpixelScaling(in vec2 uvr, in vec2 uvg, in vec2 uvb ){
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return vec4(textureAA(uvr).r, textureAA(uvg).g, textureAA(uvb).b, 1.0);
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}
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float GetFuv(in vec2 uv){
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vec2 texSize = vec2(textureSize(Source, 0));
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uv = uv*texSize.xy + 0.5;
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vec2 iuv = floor(uv);
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vec2 fuv = uv - iuv;
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return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5);
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}
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vec3 XCoords(in float coord, in float factor){
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float iGlobalTime = float(params.FrameCount)*0.025;
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float spread = 0.333;
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vec3 coords = vec3(coord);
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if(params.BGR_LCD_PATTERN == 1.0)
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coords.r += spread * 2.0;
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else
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coords.b += spread * 2.0;
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coords.g += spread;
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coords *= factor;
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return coords;
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}
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float YCoord(in float coord, in float factor){
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return coord * factor;
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}
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void main()
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{
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vec2 texSize = vec2(textureSize(Source, 0));
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vec2 texcoord = vTexCoord.xy;
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vec2 fragCoord = texcoord.xy * params.OutputSize.xy;
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vec2 factor = texSize.xy / params.OutputSize.xy ;
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highp float yCoord = YCoord(fragCoord.y, factor.y) ;
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highp vec3 xCoords = XCoords(fragCoord.x, factor.x) ;
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vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y) ;
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vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy;
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vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy;
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FragColor = textureSubpixelScaling(coord_r,coord_g,coord_b);
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}
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8
interpolation/uniform-nearest.slangp
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8
interpolation/uniform-nearest.slangp
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shaders = "1"
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shader0 = "shaders/uniform-nearest.slang"
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filter_linear0 = "true"
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scale_type0 = viewport
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parameters = "BGR_LCD_PATTERN"
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BGR_LCD_PATTERN = "0.0"
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