diff --git a/anamorphic/anamorphic.slangp b/anamorphic/anamorphic.slangp new file mode 100644 index 0000000..ab33512 --- /dev/null +++ b/anamorphic/anamorphic.slangp @@ -0,0 +1,4 @@ +shaders = 1 + +shader0 = shaders/anamorphic.slang +filter_linear0 = true diff --git a/anamorphic/shaders/anamorphic.slang b/anamorphic/shaders/anamorphic.slang new file mode 100644 index 0000000..aea4bb7 --- /dev/null +++ b/anamorphic/shaders/anamorphic.slang @@ -0,0 +1,125 @@ +#version 450 + +/* + Anamorphic v1.1b Shader 2020 + by Nerboruto + + Permission is hereby granted, free of charge, to any person obtaining a copy of this + software and associated documentation files (the “Software”), to deal in the Software + without restriction, including without limitation the rights to use, copy, modify, + merge, publish, distribute, sublicense, and/or sell copies of the Software, and to + permit persons to whom the Software is furnished to do so, subject to the following + conditions: + + The above copyright notice and this permission notice shall be included in all copies + or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, + INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A + PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT + HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF + CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE + OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + float exc; + float upc; + float btc; + float exp; + float vuc; + float vab; +} params; + +#pragma parameter exc "orizontal correction hack (games where players stay at center)" 0.0 -10.0 10.0 0.5 +#pragma parameter exp "border hack (hack for 2d games extra correction prepass)" 1.0 0.0 1.0 1.0 +#pragma parameter vuc "vertical Upper resize hack (most important first pass)" 0.0 0.0 10.0 0.5 +#pragma parameter vab "vertical alf resize hack (second pass 90-85 optimal)" 1.0 0.5 1.0 0.05 +#pragma parameter upc "Upper vertical Crop" 0.0 -0.5 10.0 0.5 +#pragma parameter btc "Bottom vertical Crop" 0.0 -0.5 10.0 0.5 + +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; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +//orizontal +float AnamorphX(float CoordX) +{ + if (params.exc == 0.0) return 1.0; + float rx = length(CoordX); + float fx = -radians(params.exc); + return (1.0-fx)/(1.0-fx*rx); +} +//vertical prepass +float AnamorphYP(float CoordY) +{ + float ryp = length(CoordY); + float fyp = radians(6); + if (ryp < 0.925) return 1.0; + return (1.0-fyp)/((1.0-(1.0-0.925)*0.1)-fyp*ryp); +} +//Upper vertical +float AnamorphYU(float CoordY) +{ + if (params.vuc == 0.0) return 1.0; + float ryu = CoordY; + float fyu = -radians(params.vuc*0.5); + if (ryu > 0.0) return 1.0; + return (1.0-fyu)/(1.0-fyu*ryu); +} +//alf vertical +float AnamorphAB(float CoordY) +{ + if (params.vab == 1.0) return 1.0; + float rab = length(CoordY); + float fab = radians(6); + if (rab < params.vab) return 1.0; + return (1.0-fab)/((1.0-(1.0-params.vab)*0.1)-fab*rab); +} +//orizontal border +float AnamorphB(float CoordB) +{ + float rb = length(CoordB); + float fb = -radians(45); + if (rb < 0.99) return 1.0; + return (1.0-fb)/(1.0078125-fb*rb); +} + +void main() +{ + vec2 RCoord = vTexCoord * 2.0 - 1.0; + if (params.exp == 1.0) + { + RCoord.x *=1.0105; + RCoord.x *= AnamorphB(RCoord.x); + RCoord.y *= AnamorphYP(RCoord.y); + RCoord.y *=0.9925; + } + RCoord.x *= AnamorphX(RCoord.x); + RCoord.y *= AnamorphYU(RCoord.y); + RCoord.y *= AnamorphAB(RCoord.y); + RCoord = RCoord * 0.5 + 0.5; + RCoord.y = (RCoord.y+(params.upc+params.vuc)*0.01)/(1.0+(params.upc+params.btc+params.vuc)*0.01); + vec3 res = texture(Source, RCoord).rgb; + FragColor = vec4(res,0.0); +}