#version 450 /* Pixel AA v1.1 by fishku Copyright (C) 2023 Public domain license (CC0) Features: - Sharp upscaling with anti-aliasing - Subpixel upscaling - Sharpness can be controlled - Gamma correct blending - Integer scales result in pixel-perfect scaling - Can use bilinear filtering for max. performance Inspired by: https://www.shadertoy.com/view/MlB3D3 by d7samurai and: https://www.youtube.com/watch?v=d6tp43wZqps by t3ssel8r With sharpness = 1.0, using the same gamma-correct blending, and disabling subpixel anti-aliasing, results are identical to the "pixellate" shader. Changelog: v1.1: Better subpixel sampling. v1.0: Initial release. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OutputSize; float PIX_AA_SHARP; float PIX_AA_GAMMA; float PIX_AA_SUBPX; float PIX_AA_SUBPX_BGR; } param; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; 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; #include "shared.slang" 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; } }