diff --git a/retro/shaders/sharp-bilinear.slang b/retro/shaders/sharp-bilinear.slang index 96c2112..1831675 100644 --- a/retro/shaders/sharp-bilinear.slang +++ b/retro/shaders/sharp-bilinear.slang @@ -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;