mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
Add pixel AA to fill shaders
This commit is contained in:
parent
1b8cfeb1eb
commit
c7bde72060
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@ -1,7 +1,7 @@
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#version 450
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#version 450
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/*
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/*
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Average fill v1.3 by fishku
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Average fill v1.4 by fishku
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Copyright (C) 2023
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Copyright (C) 2023
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Public domain license (CC0)
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Public domain license (CC0)
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@ -27,6 +27,7 @@
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3 = Smooth angle-based blending
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3 = Smooth angle-based blending
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Changelog:
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Changelog:
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v1.4: Add anti-aliased interpolation for non-integer scaling.
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v1.3: Fix scaling bugs.
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v1.3: Fix scaling bugs.
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v1.2: Fix scaling bugs.
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v1.2: Fix scaling bugs.
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v1.1: Add extension modes from blur fill; Add average gamma adjustment.
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v1.1: Add extension modes from blur fill; Add average gamma adjustment.
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@ -52,6 +53,10 @@ layout(push_constant) uniform Push {
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float ASPECT_V;
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float ASPECT_V;
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float FORCE_INTEGER_SCALING;
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float FORCE_INTEGER_SCALING;
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float FILL_GAMMA;
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float FILL_GAMMA;
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// From pixel AA
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float PIX_AA_SHARP;
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float PIX_AA_SUBPX;
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float PIX_AA_SUBPX_BGR;
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}
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}
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param;
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param;
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@ -117,8 +122,13 @@ vec3 blend_corner(vec3 a, // The first color to blend
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}
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}
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}
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}
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#include "../../../interpolation/shaders/pixel_aa/shared.slang"
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void main() {
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void main() {
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const vec2 pixel_coord = o2i(vTexCoord);
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const vec2 scale_o2i = scale_o2i();
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const vec2 pixel_coord =
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(vTexCoord - 0.49999) * scale_o2i + get_input_center();
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if (pixel_coord.x < param.OS_CROP_LEFT) {
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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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if (param.EXTEND_H < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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@ -180,11 +190,40 @@ void main() {
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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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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} else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Uncropped
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// Uncropped
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// Do a sharp (nearest neighbor) resampling.
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if (param.FORCE_INTEGER_SCALING > 0.5) {
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FragColor = vec4(
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// Do a perfectly sharp (nearest neighbor) sampling.
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texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw)
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FragColor = vec4(texture(Input, (floor(pixel_coord) + 0.5) *
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param.InputSize.zw)
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.rgb,
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.rgb,
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1.0);
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1.0);
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} else {
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// Do a sharp anti-aliased interpolation.
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// Do not correct for gamma additionally because the input is
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// already in linear color space.
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if (param.PIX_AA_SUBPX < 0.5) {
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const vec2 tx_size = get_texel_size(pixel_coord) *
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scale_o2i * param.InputSize.zw;
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FragColor =
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vec4(sample_aa(Input, pixel_coord, param.InputSize.zw,
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false, param.PIX_AA_SHARP, tx_size),
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1.0);
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} else {
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for (int i = -1; i < 2; ++i) {
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const vec2 subpix_coord =
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pixel_coord +
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vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0,
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0.0) *
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param.FinalViewportSize.zw * param.InputSize.xy;
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const vec2 tx_size = get_texel_size(subpix_coord) *
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scale_o2i * param.InputSize.zw /
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vec2(3.0, 1.0);
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FragColor[i + 1] = sample_aa(
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Input, subpix_coord, param.InputSize.zw, false,
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param.PIX_AA_SHARP, tx_size)[i + 1];
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}
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FragColor[3] = 1.0;
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}
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}
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} else {
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} else {
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if (param.EXTEND_V < 0.5) {
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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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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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@ -1,7 +1,7 @@
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// See compose.slang for copyright and other information.
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// See compose.slang for copyright and other information.
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// clang-format off
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// clang-format off
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#pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.3 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.4 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter OS_CROP_TOP "Overscan crop top" 0.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_TOP "Overscan crop top" 0.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 0.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 0.0 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_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0
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@ -1,7 +1,7 @@
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#version 450
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#version 450
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/*
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/*
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Blur fill v1.4 by fishku
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Blur fill v1.5 by fishku
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Copyright (C) 2023
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Copyright (C) 2023
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Public domain license (CC0)
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Public domain license (CC0)
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@ -27,6 +27,7 @@
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strength of the blur.
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strength of the blur.
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Changelog:
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Changelog:
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v1.5: Add anti-aliased interpolation for non-integer scaling.
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v1.4: Fix scaling bugs.
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v1.4: Fix scaling bugs.
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v1.3: Reduce shimmering artifacts.
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v1.3: Reduce shimmering artifacts.
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v1.2: Fix scaling bugs.
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v1.2: Fix scaling bugs.
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@ -54,6 +55,10 @@ layout(push_constant) uniform Push {
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float FILL_GAMMA;
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float FILL_GAMMA;
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// From dual filter blur
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// From dual filter blur
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float BLUR_RADIUS;
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float BLUR_RADIUS;
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// From pixel AA
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float PIX_AA_SHARP;
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float PIX_AA_SUBPX;
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float PIX_AA_SUBPX_BGR;
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}
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}
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param;
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param;
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@ -79,8 +84,12 @@ layout(set = 0, binding = 2) uniform sampler2D Input;
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layout(set = 0, binding = 3) uniform sampler2D Tiled;
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layout(set = 0, binding = 3) uniform sampler2D Tiled;
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layout(set = 0, binding = 4) uniform sampler2D Blurred;
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layout(set = 0, binding = 4) uniform sampler2D Blurred;
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#include "../../../interpolation/shaders/pixel_aa/shared.slang"
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void main() {
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void main() {
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const vec2 pixel_coord = o2i(vTexCoord);
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const vec2 scale_o2i = scale_o2i();
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const vec2 pixel_coord =
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(vTexCoord - 0.49999) * scale_o2i + get_input_center();
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const vec4 input_extrema = vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP,
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const vec4 input_extrema = vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP,
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param.InputSize.x - param.OS_CROP_RIGHT,
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param.InputSize.x - param.OS_CROP_RIGHT,
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}
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}
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} else {
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} else {
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// Sample original.
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// Sample original.
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// Do a sharp (nearest neighbor) resampling.
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if (param.FORCE_INTEGER_SCALING > 0.5) {
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// Do a perfectly sharp (nearest neighbor) sampling.
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FragColor = vec4(
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FragColor = vec4(
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texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw).rgb,
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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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1.0);
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} else {
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// Do a sharp anti-aliased interpolation.
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// Do not correct for gamma additionally because the input is
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// already in linear color space.
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if (param.PIX_AA_SUBPX < 0.5) {
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const vec2 tx_size = get_texel_size(pixel_coord) * scale_o2i *
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param.InputSize.zw;
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FragColor =
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vec4(sample_aa(Input, pixel_coord, param.InputSize.zw,
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false, param.PIX_AA_SHARP, tx_size),
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1.0);
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} else {
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for (int i = -1; i < 2; ++i) {
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const vec2 subpix_coord =
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pixel_coord +
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vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0,
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0.0) *
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param.FinalViewportSize.zw * param.InputSize.xy;
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const vec2 tx_size = get_texel_size(subpix_coord) *
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scale_o2i * param.InputSize.zw /
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vec2(3.0, 1.0);
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FragColor[i + 1] =
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sample_aa(Input, subpix_coord, param.InputSize.zw,
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false, param.PIX_AA_SHARP, tx_size)[i + 1];
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}
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FragColor[3] = 1.0;
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}
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}
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}
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}
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}
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}
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@ -1,7 +1,7 @@
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// See compose.slang for copyright and other information.
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// See compose.slang for copyright and other information.
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// clang-format off
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// clang-format off
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#pragma parameter BLUR_FILL_SETTINGS "=== Blur fill v1.4 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter BLUR_FILL_SETTINGS "=== Blur fill v1.5 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter OS_CROP_TOP "Overscan crop top" 0.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_TOP "Overscan crop top" 0.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 0.0 0.0 1024.0 1.0
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#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 0.0 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_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0
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shaders = 1
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shaders = 1
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shader0 = shaders/pixel_aa.slang
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shader0 = shaders/pixel_aa/pixel_aa.slang
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filter_linear0 = true
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filter_linear0 = true
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scale_type0 = viewport
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scale_type0 = viewport
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87
interpolation/shaders/pixel_aa/pixel_aa.slang
Normal file
87
interpolation/shaders/pixel_aa/pixel_aa.slang
Normal file
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@ -0,0 +1,87 @@
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#version 450
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/*
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Pixel AA v1.1 by fishku
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Copyright (C) 2023
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Public domain license (CC0)
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Features:
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- Sharp upscaling with anti-aliasing
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- Subpixel upscaling
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- Sharpness can be controlled
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- Gamma correct blending
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- Integer scales result in pixel-perfect scaling
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- Can use bilinear filtering for max. performance
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Inspired by:
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https://www.shadertoy.com/view/MlB3D3
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by d7samurai
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and:
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https://www.youtube.com/watch?v=d6tp43wZqps
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by t3ssel8r
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With sharpness = 1.0, using the same gamma-correct blending, and disabling
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subpixel anti-aliasing, results are identical to the "pixellate" shader.
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Changelog:
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v1.1: Better subpixel sampling.
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v1.0: Initial release.
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*/
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layout(push_constant) uniform Push {
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vec4 SourceSize;
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vec4 OutputSize;
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float PIX_AA_SHARP;
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float PIX_AA_GAMMA;
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float PIX_AA_SUBPX;
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float PIX_AA_SUBPX_BGR;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
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global;
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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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layout(location = 1) out vec2 pix_coord;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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pix_coord = vTexCoord * param.SourceSize.xy;
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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 = 1) in vec2 pix_coord;
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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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#include "shared.slang"
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void main() {
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if (param.PIX_AA_SUBPX < 0.5) {
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FragColor =
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vec4(sample_aa(Source, pix_coord, param.SourceSize.zw,
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param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP),
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1.0);
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} else {
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// Subpixel sampling: Shift the sampling by 1/3rd of an output pixel,
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// assuming that the output size is at monitor resolution.
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for (int i = -1; i < 2; ++i) {
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const vec2 subpix_coord =
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pix_coord +
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vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0, 0.0) *
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param.OutputSize.zw * param.SourceSize.xy;
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// With subpixel sampling, the sampling area is effectively reduced
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// to a third.
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const vec2 tx_size = get_texel_size(subpix_coord) / vec2(3.0, 1.0);
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FragColor[i + 1] = sample_aa(
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Source, subpix_coord, param.SourceSize.zw,
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param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP, tx_size)[i + 1];
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}
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FragColor[3] = 1.0;
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}
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}
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@ -1,32 +1,5 @@
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#version 450
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// This file has to be included at the frag shader stage so that fwidth() is
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// defined.
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/*
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Pixel AA v1.1 by fishku
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Copyright (C) 2023
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Public domain license (CC0)
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|
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|
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Features:
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- Sharp upscaling with anti-aliasing
|
|
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- Subpixel upscaling
|
|
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- Sharpness can be controlled
|
|
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- Gamma correct blending
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|
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- Integer scales result in pixel-perfect scaling
|
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- Can use bilinear filtering for max. performance
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Inspired by:
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https://www.shadertoy.com/view/MlB3D3
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by d7samurai
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and:
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https://www.youtube.com/watch?v=d6tp43wZqps
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by t3ssel8r
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With sharpness = 1.0, using the same gamma-correct blending, and disabling
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|
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subpixel anti-aliasing, results are identical to the "pixellate" shader.
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|
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Changelog:
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v1.1: Better subpixel sampling.
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v1.0: Initial release.
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*/
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// clang-format off
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// clang-format off
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#pragma parameter PIX_AA_SETTINGS "=== Pixel AA v1.1 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter PIX_AA_SETTINGS "=== Pixel AA v1.1 settings ===" 0.0 0.0 1.0 1.0
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@ -36,37 +9,6 @@
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#pragma parameter PIX_AA_SUBPX_BGR "Use BGR subpx. instead of RGB" 0.0 0.0 1.0 1.0
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#pragma parameter PIX_AA_SUBPX_BGR "Use BGR subpx. instead of RGB" 0.0 0.0 1.0 1.0
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// clang-format on
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// clang-format on
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layout(push_constant) uniform Push {
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vec4 SourceSize;
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vec4 OutputSize;
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float PIX_AA_SHARP;
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float PIX_AA_GAMMA;
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float PIX_AA_SUBPX;
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float PIX_AA_SUBPX_BGR;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
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global;
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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;
|
|
||||||
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.
|
// Similar to smoothstep, but has a configurable slope at x = 0.5.
|
||||||
// Original smoothstep has a slope of 1.5 at x = 0.5
|
// Original smoothstep has a slope of 1.5 at x = 0.5
|
||||||
#define INSTANTIATE_SLOPESTEP(T) \
|
#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,
|
return sample_aa(tex, pix_coord, px_size_uv, gamma_correct, sharpness,
|
||||||
tx_size);
|
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