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https://github.com/italicsjenga/slang-shaders.git
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Merge pull request #447 from fishcu/fishcu/update-average-fill-scaling
Update average fill
This commit is contained in:
commit
93dfa33afe
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@ -10,6 +10,13 @@
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This is useful for certain games that do not render a full image to maintain
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the overall aspect ratio and to avoid burn-in.
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The preset also allows you to extend the original content to a larger
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screen. It's recommended to set the video scaling options as follows:
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- Turn integer scaling OFF
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- Set aspect ratio to FULL
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The shader will then take over and handle the proper scaling and aspect
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ratio of the input.
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In case the image is cropped on multiple sides, different blend modes for
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the corner are available. Simply change the parameter for the "corner blend
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mode".
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@ -20,6 +27,7 @@
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3 = Smooth angle-based blending
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Changelog:
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v1.1: Add extension modes from blur fill; Add average gamma adjustment.
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v1.0: Initial release.
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*/
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@ -27,18 +35,26 @@
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layout(push_constant) uniform Push {
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vec4 InputSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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vec4 FinalViewportSize;
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float OS_CROP_TOP;
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float OS_CROP_BOTTOM;
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float OS_CROP_LEFT;
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float OS_CROP_RIGHT;
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float CORNER_BLEND_MODE;
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float CENTER_CROP;
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float SAMPLE_SIZE;
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float EXTEND_H;
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float EXTEND_V;
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float CORNER_BLEND_MODE;
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float FORCE_ASPECT_RATIO;
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float ASPECT_H;
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float ASPECT_V;
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float FORCE_INTEGER_SCALING;
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float FILL_GAMMA;
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}
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param;
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#include "../blur_fill/scaling.slang"
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layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
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global;
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@ -66,11 +82,11 @@ layout(set = 0, binding = 6) uniform sampler2D Right;
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// For mipmap sampling, use a big offset to get the average of a PoT input.
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#define BIG_NUMBER 9000.1
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vec3 blend_corner(vec3 a, // The first color to blend
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vec3 b, // The second color to blend
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float wa, // The weight of the first color
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float wb, // The weight of the second color
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vec2 pixel_coord, // The coordinate to evaluate the blend for
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vec3 blend_corner(vec3 a, // The first color to blend
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vec3 b, // The second color to blend
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float wa, // The weight of the first color
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float wb, // The weight of the second color
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vec2 coord, // The coordinate to evaluate the blend for
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vec2 corner_coord, // The coordinate of the corner of the
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// content after cropping
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vec2 gap_size // The component-wise distance from the corner
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@ -89,7 +105,7 @@ vec3 blend_corner(vec3 a, // The first color to blend
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case 3:
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default:
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// Angle blend
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const vec2 delta = (pixel_coord - corner_coord) / gap_size;
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const vec2 delta = (coord - corner_coord) / gap_size;
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// Use absolutes to always operate in 1st quadrant.
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// This makes the angle work out to be correct in all cases when
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// carefully choosing argument ordering.
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@ -100,90 +116,139 @@ vec3 blend_corner(vec3 a, // The first color to blend
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}
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void main() {
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const vec2 pixel_coord = vTexCoord * param.InputSize.xy;
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const vec2 pixel_coord = o2i(vTexCoord) * param.InputSize.xy;
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if (pixel_coord.x < param.OS_CROP_LEFT) {
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if (param.EXTEND_H < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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const vec3 left = textureLod(Left, vec2(0.5), BIG_NUMBER).rgb;
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if (pixel_coord.y < param.OS_CROP_TOP) {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Top left corner
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const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb;
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const vec2 content_corner =
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i2o(vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP) *
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param.InputSize.zw);
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const vec2 viewport_corner = vec2(0.0, 0.0);
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FragColor =
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vec4(blend_corner(left, top,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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pixel_coord,
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vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP),
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vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP)),
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vTexCoord, content_corner,
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viewport_corner - content_corner),
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1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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} else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Left bar
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FragColor = vec4(left, 1.0);
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FragColor = vec4(pow(left, vec3(param.FILL_GAMMA)), 1.0);
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} else {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Bottom left corner
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const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb;
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FragColor = vec4(
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blend_corner(left, bottom,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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pixel_coord,
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vec2(param.OS_CROP_LEFT,
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param.InputSize.y - param.OS_CROP_BOTTOM),
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vec2(param.OS_CROP_LEFT, param.OS_CROP_BOTTOM)),
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1.0);
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const vec2 content_corner =
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i2o(vec2(param.OS_CROP_LEFT,
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param.InputSize.y - param.OS_CROP_BOTTOM) *
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param.InputSize.zw);
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const vec2 viewport_corner = vec2(0.0, 1.0);
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FragColor =
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vec4(blend_corner(left, bottom,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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vTexCoord, content_corner,
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viewport_corner - content_corner),
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1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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}
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} else if (pixel_coord.x < param.InputSize.x - param.OS_CROP_RIGHT) {
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if (pixel_coord.y < param.OS_CROP_TOP) {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Top bar
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FragColor = vec4(textureLod(Top, vec2(0.5), BIG_NUMBER).rgb, 1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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} else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Uncropped
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// Do a sharp (nearest neighbor) resampling.
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FragColor = vec4(
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texture(Input, (floor(vTexCoord * param.InputSize.xy) + 0.5) *
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param.InputSize.zw)
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texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw)
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.rgb,
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1.0);
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} else {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Bottom bar
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FragColor =
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vec4(textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb, 1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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}
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} else {
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if (param.EXTEND_H < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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const vec3 right = textureLod(Right, vec2(0.5), BIG_NUMBER).rgb;
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if (pixel_coord.y < param.OS_CROP_TOP) {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Top right corner
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const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb;
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const vec2 content_corner =
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i2o(vec2(param.InputSize.x - param.OS_CROP_RIGHT,
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param.OS_CROP_TOP) *
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param.InputSize.zw);
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const vec2 viewport_corner = vec2(1.0, 0.0);
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FragColor =
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vec4(blend_corner(right, top,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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pixel_coord,
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vec2(param.InputSize.x - param.OS_CROP_RIGHT,
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param.OS_CROP_TOP),
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vec2(param.OS_CROP_RIGHT, param.OS_CROP_TOP)),
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vTexCoord, content_corner,
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viewport_corner - content_corner),
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1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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} else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Right bar
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FragColor = vec4(right, 1.0);
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FragColor = vec4(pow(right, vec3(param.FILL_GAMMA)), 1.0);
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} else {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Bottom right corner
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const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb;
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FragColor = vec4(
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blend_corner(right, bottom,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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pixel_coord,
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vec2(param.InputSize.x - param.OS_CROP_RIGHT,
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param.InputSize.y - param.OS_CROP_BOTTOM),
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vec2(param.OS_CROP_RIGHT, param.OS_CROP_BOTTOM)),
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1.0);
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const vec2 content_corner =
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i2o(vec2(param.InputSize.x - param.OS_CROP_RIGHT,
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param.InputSize.y - param.OS_CROP_BOTTOM) *
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param.InputSize.zw);
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const vec2 viewport_corner = vec2(1.0, 1.0);
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FragColor =
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vec4(blend_corner(right, bottom,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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vTexCoord, content_corner,
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viewport_corner - content_corner),
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1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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}
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}
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}
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@ -1,11 +1,25 @@
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// See compose.slang for copyright and other information.
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// clang-format off
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#pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.0 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter OS_CROP_TOP "Overscan crop top" 16.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 16.0 0.0 1024.0 1.0
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#pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.1 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter OS_CROP_TOP "Overscan crop top" 8.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 8.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_RIGHT "Overscan crop right" 0.0 0.0 1024.0 1.0
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#pragma parameter CORNER_BLEND_MODE "Cropped corner blend mode" 0.0 0.0 3.0 1.0
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#pragma parameter CENTER_CROP "Center cropped area" 1.0 0.0 1.0 1.0
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#pragma parameter SAMPLE_SIZE "No. of lines for calculating the average" 4.0 1.0 64.0 1.0
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#pragma parameter EXTEND_H "Extend the fill horizontally" 1.0 0.0 1.0 1.0
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#pragma parameter EXTEND_V "Extend the fill vertically" 1.0 0.0 1.0 1.0
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#pragma parameter CORNER_BLEND_MODE "Cropped corner blend mode" 0.0 0.0 3.0 1.0
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#pragma parameter FORCE_ASPECT_RATIO "Force aspect ratio" 0.0 0.0 1.0 1.0
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#pragma parameter ASPECT_H "Horizontal aspect ratio before crop" 4.0 1.0 100.0 1.0
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#pragma parameter ASPECT_V "Vertical aspect ratio before crop" 3.0 1.0 100.0 1.0
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#pragma parameter FORCE_INTEGER_SCALING "Force integer scaling" 1.0 0.0 1.0 1.0
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#pragma parameter FILL_GAMMA "Background fill gamma adjustment" 1.0 0.5 2.0 0.1
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// clang-format on
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@ -1,5 +1,3 @@
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#include "parameters.slang"
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// See compose.slang for copyright and other information.
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// Pixels in input coord. space
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@ -48,17 +46,24 @@ vec2 scale_o2i() {
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}
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}
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// In unit space (output to input)
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// Input to output scaling, in unit coordinate systems.
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vec2 scale_i2o() { return 1.0 / scale_o2i(); }
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// Get adjusted center in input unit coordinate system.
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vec2 get_input_center() {
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return param.CENTER_CROP > 0.5
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? 0.5 * param.InputSize.zw *
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vec2(param.OS_CROP_LEFT + param.InputSize.x -
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param.OS_CROP_RIGHT,
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param.OS_CROP_TOP + param.InputSize.y -
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param.OS_CROP_BOTTOM)
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: vec2(0.49999);
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}
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// In unit space (output to input).
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// coord_in_input_space = o2i(coord_in_output_space)
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// This is used to sample from the input texture in the output pass.
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vec2 o2i(vec2 x) {
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const vec2 center_in =
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param.CENTER_CROP > 0.5
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? 0.5 * param.InputSize.zw *
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vec2(param.OS_CROP_LEFT + param.InputSize.x -
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param.OS_CROP_RIGHT,
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param.OS_CROP_TOP + param.InputSize.y -
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param.OS_CROP_BOTTOM)
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: vec2(0.49999);
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return (x - 0.49999) * scale_o2i() + center_in;
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}
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vec2 o2i(vec2 x) { return (x - 0.49999) * scale_o2i() + get_input_center(); }
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// In unit coordinate systems.
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vec2 i2o(vec2 x) { return (x - get_input_center()) * scale_i2o() + 0.49999; }
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