From 5fc0d5396b7ce338f74baa33c71353e265bf0552 Mon Sep 17 00:00:00 2001 From: gizmo98 Date: Thu, 4 May 2023 20:10:58 +0200 Subject: [PATCH] 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 --- interpolation/shaders/uniform-nearest.slang | 125 ++++++++++++++++++++ interpolation/uniform-nearest.slangp | 8 ++ 2 files changed, 133 insertions(+) create mode 100644 interpolation/shaders/uniform-nearest.slang create mode 100644 interpolation/uniform-nearest.slangp diff --git a/interpolation/shaders/uniform-nearest.slang b/interpolation/shaders/uniform-nearest.slang new file mode 100644 index 0000000..0c2025f --- /dev/null +++ b/interpolation/shaders/uniform-nearest.slang @@ -0,0 +1,125 @@ +#version 450 +/* + * gizmo98 uniform-nearest shader + * Copyright (C) 2023 gizmo98 + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License as published by the Free + * Software Foundation; either version 2 of the License, or (at your option) + * any later version. + * + * version 0.1, 28.04.2023 + * --------------------------------------------------------------------------------------- + * - initial commit + * + * https://github.com/gizmo98/gizmo-crt-shader + * + * This shader texture AA shader code and subpixel scaling to produce a nearest neighbor + * look with even placed pixels. If nearest neighbor is applied to fractional scaled output + * pixels look uneven and moving sprites change dimension which looks ugly. + * + * BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch + * + * uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX + */ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float BGR_LCD_PATTERN; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0 + +#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; + +vec2 saturateA(in vec2 x) +{ + return clamp(x, 0.0, 1.0); +} + +vec2 magnify(in vec2 uv, in vec2 res) +{ + uv *= res; + return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy; +} + +vec4 textureAA(in vec2 uv){ + vec2 texSize = vec2(textureSize(Source, 0)); + uv = magnify(uv,texSize.xy); + uv = uv*texSize.xy + 0.5; + + vec2 iuv = floor(uv); + vec2 fuv = uv - iuv; + uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy; + return texture( Source, uv ); +} + +vec4 textureSubpixelScaling(in vec2 uvr, in vec2 uvg, in vec2 uvb ){ + return vec4(textureAA(uvr).r, textureAA(uvg).g, textureAA(uvb).b, 1.0); +} + +float GetFuv(in vec2 uv){ + vec2 texSize = vec2(textureSize(Source, 0)); + uv = uv*texSize.xy + 0.5; + vec2 iuv = floor(uv); + vec2 fuv = uv - iuv; + return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5); +} + +vec3 XCoords(in float coord, in float factor){ + float iGlobalTime = float(params.FrameCount)*0.025; + float spread = 0.333; + vec3 coords = vec3(coord); + if(params.BGR_LCD_PATTERN == 1.0) + coords.r += spread * 2.0; + else + coords.b += spread * 2.0; + coords.g += spread; + coords *= factor; + return coords; +} + +float YCoord(in float coord, in float factor){ + return coord * factor; +} + +void main() +{ + vec2 texSize = vec2(textureSize(Source, 0)); + vec2 texcoord = vTexCoord.xy; + + vec2 fragCoord = texcoord.xy * params.OutputSize.xy; + + vec2 factor = texSize.xy / params.OutputSize.xy ; + highp float yCoord = YCoord(fragCoord.y, factor.y) ; + highp vec3 xCoords = XCoords(fragCoord.x, factor.x) ; + + vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y) ; + vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy; + vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy; + + FragColor = textureSubpixelScaling(coord_r,coord_g,coord_b); +} diff --git a/interpolation/uniform-nearest.slangp b/interpolation/uniform-nearest.slangp new file mode 100644 index 0000000..ba2b8ee --- /dev/null +++ b/interpolation/uniform-nearest.slangp @@ -0,0 +1,8 @@ +shaders = "1" +shader0 = "shaders/uniform-nearest.slang" +filter_linear0 = "true" +scale_type0 = viewport + +parameters = "BGR_LCD_PATTERN" +BGR_LCD_PATTERN = "0.0" +