(sharp-bilinear) Add parameters

This commit is contained in:
Monroe88 2016-08-14 13:57:32 -05:00
parent 6a8527a94e
commit e410ff0886

View file

@ -1,5 +1,10 @@
#version 450
layout(push_constant) uniform Push
{
float SHARP_BILINEAR_PRE_SCALE;
} param;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -9,15 +14,15 @@ layout(std140, set = 0, binding = 0) uniform UBO
} global;
/*
* sharp-bilinear.cg
* sharp-bilinear.slang
* Author: Themaister
* License: Public domain
*
* Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, giving a
* sharper image than plain bilinear.
*/
#define SHARP_BILINEAR_PRE_SCALE 4.0
#pragma parameter SHARP_BILINEAR_PRE_SCALE "Sharp Bilinear Prescale" 4.0 1.0 10.0 1.0
#pragma stage vertex
layout(location = 0) in vec4 Position;
@ -40,13 +45,13 @@ void main()
vec2 texel = vTexCoord * global.SourceSize.xy;
vec2 texel_floored = floor(texel);
vec2 s = fract(texel);
float region_range = 0.5 - 0.5 / SHARP_BILINEAR_PRE_SCALE;
float region_range = 0.5 - 0.5 / param.SHARP_BILINEAR_PRE_SCALE;
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
vec2 center_dist = s - 0.5;
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * SHARP_BILINEAR_PRE_SCALE + 0.5;
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * param.SHARP_BILINEAR_PRE_SCALE + 0.5;
vec2 mod_texel = texel_floored + f;