mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Merge pull request #461 from fishcu/fishcu/fill-shader-sampling
Add pixel AA to fill shaders
This commit is contained in:
commit
65d1fc9b62
|
@ -1,7 +1,7 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Average fill v1.3 by fishku
|
||||
Average fill v1.4 by fishku
|
||||
Copyright (C) 2023
|
||||
Public domain license (CC0)
|
||||
|
||||
|
@ -27,6 +27,7 @@
|
|||
3 = Smooth angle-based blending
|
||||
|
||||
Changelog:
|
||||
v1.4: Add anti-aliased interpolation for non-integer scaling.
|
||||
v1.3: Fix scaling bugs.
|
||||
v1.2: Fix scaling bugs.
|
||||
v1.1: Add extension modes from blur fill; Add average gamma adjustment.
|
||||
|
@ -52,6 +53,10 @@ layout(push_constant) uniform Push {
|
|||
float ASPECT_V;
|
||||
float FORCE_INTEGER_SCALING;
|
||||
float FILL_GAMMA;
|
||||
// From pixel AA
|
||||
float PIX_AA_SHARP;
|
||||
float PIX_AA_SUBPX;
|
||||
float PIX_AA_SUBPX_BGR;
|
||||
}
|
||||
param;
|
||||
|
||||
|
@ -117,8 +122,13 @@ vec3 blend_corner(vec3 a, // The first color to blend
|
|||
}
|
||||
}
|
||||
|
||||
#include "../../../interpolation/shaders/pixel_aa/shared.slang"
|
||||
|
||||
void main() {
|
||||
const vec2 pixel_coord = o2i(vTexCoord);
|
||||
const vec2 scale_o2i = scale_o2i();
|
||||
const vec2 pixel_coord =
|
||||
(vTexCoord - 0.49999) * scale_o2i + get_input_center();
|
||||
|
||||
if (pixel_coord.x < param.OS_CROP_LEFT) {
|
||||
if (param.EXTEND_H < 0.5) {
|
||||
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
@ -180,11 +190,40 @@ void main() {
|
|||
FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
|
||||
} else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
|
||||
// Uncropped
|
||||
// Do a sharp (nearest neighbor) resampling.
|
||||
FragColor = vec4(
|
||||
texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw)
|
||||
.rgb,
|
||||
1.0);
|
||||
if (param.FORCE_INTEGER_SCALING > 0.5) {
|
||||
// Do a perfectly sharp (nearest neighbor) sampling.
|
||||
FragColor = vec4(texture(Input, (floor(pixel_coord) + 0.5) *
|
||||
param.InputSize.zw)
|
||||
.rgb,
|
||||
1.0);
|
||||
} else {
|
||||
// Do a sharp anti-aliased interpolation.
|
||||
// Do not correct for gamma additionally because the input is
|
||||
// already in linear color space.
|
||||
if (param.PIX_AA_SUBPX < 0.5) {
|
||||
const vec2 tx_size = get_texel_size(pixel_coord) *
|
||||
scale_o2i * param.InputSize.zw;
|
||||
FragColor =
|
||||
vec4(sample_aa(Input, pixel_coord, param.InputSize.zw,
|
||||
false, param.PIX_AA_SHARP, tx_size),
|
||||
1.0);
|
||||
} else {
|
||||
for (int i = -1; i < 2; ++i) {
|
||||
const vec2 subpix_coord =
|
||||
pixel_coord +
|
||||
vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0,
|
||||
0.0) *
|
||||
param.FinalViewportSize.zw * param.InputSize.xy;
|
||||
const vec2 tx_size = get_texel_size(subpix_coord) *
|
||||
scale_o2i * param.InputSize.zw /
|
||||
vec2(3.0, 1.0);
|
||||
FragColor[i + 1] = sample_aa(
|
||||
Input, subpix_coord, param.InputSize.zw, false,
|
||||
param.PIX_AA_SHARP, tx_size)[i + 1];
|
||||
}
|
||||
FragColor[3] = 1.0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (param.EXTEND_V < 0.5) {
|
||||
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
// See compose.slang for copyright and other information.
|
||||
|
||||
// clang-format off
|
||||
#pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.3 settings ===" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.4 settings ===" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter OS_CROP_TOP "Overscan crop top" 0.0 0.0 1024.0 1.0
|
||||
#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 0.0 0.0 1024.0 1.0
|
||||
#pragma parameter OS_CROP_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Blur fill v1.4 by fishku
|
||||
Blur fill v1.5 by fishku
|
||||
Copyright (C) 2023
|
||||
Public domain license (CC0)
|
||||
|
||||
|
@ -27,6 +27,7 @@
|
|||
strength of the blur.
|
||||
|
||||
Changelog:
|
||||
v1.5: Add anti-aliased interpolation for non-integer scaling.
|
||||
v1.4: Fix scaling bugs.
|
||||
v1.3: Reduce shimmering artifacts.
|
||||
v1.2: Fix scaling bugs.
|
||||
|
@ -54,6 +55,10 @@ layout(push_constant) uniform Push {
|
|||
float FILL_GAMMA;
|
||||
// From dual filter blur
|
||||
float BLUR_RADIUS;
|
||||
// From pixel AA
|
||||
float PIX_AA_SHARP;
|
||||
float PIX_AA_SUBPX;
|
||||
float PIX_AA_SUBPX_BGR;
|
||||
}
|
||||
param;
|
||||
|
||||
|
@ -79,8 +84,12 @@ layout(set = 0, binding = 2) uniform sampler2D Input;
|
|||
layout(set = 0, binding = 3) uniform sampler2D Tiled;
|
||||
layout(set = 0, binding = 4) uniform sampler2D Blurred;
|
||||
|
||||
#include "../../../interpolation/shaders/pixel_aa/shared.slang"
|
||||
|
||||
void main() {
|
||||
const vec2 pixel_coord = o2i(vTexCoord);
|
||||
const vec2 scale_o2i = scale_o2i();
|
||||
const vec2 pixel_coord =
|
||||
(vTexCoord - 0.49999) * scale_o2i + get_input_center();
|
||||
|
||||
const vec4 input_extrema = vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP,
|
||||
param.InputSize.x - param.OS_CROP_RIGHT,
|
||||
|
@ -105,9 +114,39 @@ void main() {
|
|||
}
|
||||
} else {
|
||||
// Sample original.
|
||||
// Do a sharp (nearest neighbor) resampling.
|
||||
FragColor = vec4(
|
||||
texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw).rgb,
|
||||
1.0);
|
||||
if (param.FORCE_INTEGER_SCALING > 0.5) {
|
||||
// Do a perfectly sharp (nearest neighbor) sampling.
|
||||
FragColor = vec4(
|
||||
texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw)
|
||||
.rgb,
|
||||
1.0);
|
||||
} else {
|
||||
// Do a sharp anti-aliased interpolation.
|
||||
// Do not correct for gamma additionally because the input is
|
||||
// already in linear color space.
|
||||
if (param.PIX_AA_SUBPX < 0.5) {
|
||||
const vec2 tx_size = get_texel_size(pixel_coord) * scale_o2i *
|
||||
param.InputSize.zw;
|
||||
FragColor =
|
||||
vec4(sample_aa(Input, pixel_coord, param.InputSize.zw,
|
||||
false, param.PIX_AA_SHARP, tx_size),
|
||||
1.0);
|
||||
} else {
|
||||
for (int i = -1; i < 2; ++i) {
|
||||
const vec2 subpix_coord =
|
||||
pixel_coord +
|
||||
vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0,
|
||||
0.0) *
|
||||
param.FinalViewportSize.zw * param.InputSize.xy;
|
||||
const vec2 tx_size = get_texel_size(subpix_coord) *
|
||||
scale_o2i * param.InputSize.zw /
|
||||
vec2(3.0, 1.0);
|
||||
FragColor[i + 1] =
|
||||
sample_aa(Input, subpix_coord, param.InputSize.zw,
|
||||
false, param.PIX_AA_SHARP, tx_size)[i + 1];
|
||||
}
|
||||
FragColor[3] = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
// See compose.slang for copyright and other information.
|
||||
|
||||
// clang-format off
|
||||
#pragma parameter BLUR_FILL_SETTINGS "=== Blur fill v1.4 settings ===" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BLUR_FILL_SETTINGS "=== Blur fill v1.5 settings ===" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter OS_CROP_TOP "Overscan crop top" 0.0 0.0 1024.0 1.0
|
||||
#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 0.0 0.0 1024.0 1.0
|
||||
#pragma parameter OS_CROP_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/pixel_aa.slang
|
||||
shader0 = shaders/pixel_aa/pixel_aa.slang
|
||||
filter_linear0 = true
|
||||
scale_type0 = viewport
|
||||
|
|
87
interpolation/shaders/pixel_aa/pixel_aa.slang
Normal file
87
interpolation/shaders/pixel_aa/pixel_aa.slang
Normal file
|
@ -0,0 +1,87 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Pixel AA v1.1 by fishku
|
||||
Copyright (C) 2023
|
||||
Public domain license (CC0)
|
||||
|
||||
Features:
|
||||
- Sharp upscaling with anti-aliasing
|
||||
- Subpixel upscaling
|
||||
- Sharpness can be controlled
|
||||
- Gamma correct blending
|
||||
- Integer scales result in pixel-perfect scaling
|
||||
- Can use bilinear filtering for max. performance
|
||||
|
||||
Inspired by:
|
||||
https://www.shadertoy.com/view/MlB3D3
|
||||
by d7samurai
|
||||
and:
|
||||
https://www.youtube.com/watch?v=d6tp43wZqps
|
||||
by t3ssel8r
|
||||
|
||||
With sharpness = 1.0, using the same gamma-correct blending, and disabling
|
||||
subpixel anti-aliasing, results are identical to the "pixellate" shader.
|
||||
|
||||
Changelog:
|
||||
v1.1: Better subpixel sampling.
|
||||
v1.0: Initial release.
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push {
|
||||
vec4 SourceSize;
|
||||
vec4 OutputSize;
|
||||
float PIX_AA_SHARP;
|
||||
float PIX_AA_GAMMA;
|
||||
float PIX_AA_SUBPX;
|
||||
float PIX_AA_SUBPX_BGR;
|
||||
}
|
||||
param;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
|
||||
global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec2 pix_coord;
|
||||
|
||||
void main() {
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
pix_coord = vTexCoord * param.SourceSize.xy;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 pix_coord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#include "shared.slang"
|
||||
|
||||
void main() {
|
||||
if (param.PIX_AA_SUBPX < 0.5) {
|
||||
FragColor =
|
||||
vec4(sample_aa(Source, pix_coord, param.SourceSize.zw,
|
||||
param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP),
|
||||
1.0);
|
||||
} else {
|
||||
// Subpixel sampling: Shift the sampling by 1/3rd of an output pixel,
|
||||
// assuming that the output size is at monitor resolution.
|
||||
for (int i = -1; i < 2; ++i) {
|
||||
const vec2 subpix_coord =
|
||||
pix_coord +
|
||||
vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0, 0.0) *
|
||||
param.OutputSize.zw * param.SourceSize.xy;
|
||||
// With subpixel sampling, the sampling area is effectively reduced
|
||||
// to a third.
|
||||
const vec2 tx_size = get_texel_size(subpix_coord) / vec2(3.0, 1.0);
|
||||
FragColor[i + 1] = sample_aa(
|
||||
Source, subpix_coord, param.SourceSize.zw,
|
||||
param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP, tx_size)[i + 1];
|
||||
}
|
||||
FragColor[3] = 1.0;
|
||||
}
|
||||
}
|
|
@ -1,32 +1,5 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Pixel AA v1.1 by fishku
|
||||
Copyright (C) 2023
|
||||
Public domain license (CC0)
|
||||
|
||||
Features:
|
||||
- Sharp upscaling with anti-aliasing
|
||||
- Subpixel upscaling
|
||||
- Sharpness can be controlled
|
||||
- Gamma correct blending
|
||||
- Integer scales result in pixel-perfect scaling
|
||||
- Can use bilinear filtering for max. performance
|
||||
|
||||
Inspired by:
|
||||
https://www.shadertoy.com/view/MlB3D3
|
||||
by d7samurai
|
||||
and:
|
||||
https://www.youtube.com/watch?v=d6tp43wZqps
|
||||
by t3ssel8r
|
||||
|
||||
With sharpness = 1.0, using the same gamma-correct blending, and disabling
|
||||
subpixel anti-aliasing, results are identical to the "pixellate" shader.
|
||||
|
||||
Changelog:
|
||||
v1.1: Better subpixel sampling.
|
||||
v1.0: Initial release.
|
||||
*/
|
||||
// This file has to be included at the frag shader stage so that fwidth() is
|
||||
// defined.
|
||||
|
||||
// clang-format off
|
||||
#pragma parameter PIX_AA_SETTINGS "=== Pixel AA v1.1 settings ===" 0.0 0.0 1.0 1.0
|
||||
|
@ -36,37 +9,6 @@
|
|||
#pragma parameter PIX_AA_SUBPX_BGR "Use BGR subpx. instead of RGB" 0.0 0.0 1.0 1.0
|
||||
// clang-format on
|
||||
|
||||
layout(push_constant) uniform Push {
|
||||
vec4 SourceSize;
|
||||
vec4 OutputSize;
|
||||
float PIX_AA_SHARP;
|
||||
float PIX_AA_GAMMA;
|
||||
float PIX_AA_SUBPX;
|
||||
float PIX_AA_SUBPX_BGR;
|
||||
}
|
||||
param;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
|
||||
global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec2 pix_coord;
|
||||
|
||||
void main() {
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
pix_coord = vTexCoord * param.SourceSize.xy;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 pix_coord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
// Similar to smoothstep, but has a configurable slope at x = 0.5.
|
||||
// Original smoothstep has a slope of 1.5 at x = 0.5
|
||||
#define INSTANTIATE_SLOPESTEP(T) \
|
||||
|
@ -120,28 +62,3 @@ vec3 sample_aa(sampler2D tex, vec2 pix_coord, vec2 px_size_uv,
|
|||
return sample_aa(tex, pix_coord, px_size_uv, gamma_correct, sharpness,
|
||||
tx_size);
|
||||
}
|
||||
|
||||
void main() {
|
||||
if (param.PIX_AA_SUBPX < 0.5) {
|
||||
FragColor =
|
||||
vec4(sample_aa(Source, pix_coord, param.SourceSize.zw,
|
||||
param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP),
|
||||
1.0);
|
||||
} else {
|
||||
// Subpixel sampling: Shift the sampling by 1/3rd of an output pixel,
|
||||
// assuming that the output size is at monitor resolution.
|
||||
for (int i = -1; i < 2; ++i) {
|
||||
const vec2 subpix_coord =
|
||||
pix_coord +
|
||||
vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0, 0.0) *
|
||||
param.OutputSize.zw * param.SourceSize.xy;
|
||||
// With subpixel sampling, the sampling area is effectively reduced
|
||||
// to a third.
|
||||
const vec2 tx_size = get_texel_size(subpix_coord) / vec2(3.0, 1.0);
|
||||
FragColor[i + 1] = sample_aa(
|
||||
Source, subpix_coord, param.SourceSize.zw,
|
||||
param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP, tx_size)[i + 1];
|
||||
}
|
||||
FragColor[3] = 1.0;
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue