#version 450 /* Average fill v1.0 by fishku Copyright (C) 2023 Public domain license (CC0) This shader preset allows cropping the image on any side, and filling the cropped area with the average color of an adjustable area next to it. This is useful for certain games that do not render a full image to maintain the overall aspect ratio and to avoid burn-in. In case the image is cropped on multiple sides, different blend modes for the corner are available. Simply change the parameter for the "corner blend mode". The available corner blend modes are: 0 = Draw horizontal bars on top 1 = Draw vertical bars on top 2 = Blend bars by weighted averaging 3 = Smooth angle-based blending Changelog: v1.0: Initial release. */ #include "parameters.slang" layout(push_constant) uniform Push { vec4 InputSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float OS_CROP_TOP; float OS_CROP_BOTTOM; float OS_CROP_LEFT; float OS_CROP_RIGHT; float CORNER_BLEND_MODE; float SAMPLE_SIZE; } 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; 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 Input; layout(set = 0, binding = 3) uniform sampler2D Top; layout(set = 0, binding = 4) uniform sampler2D Bottom; layout(set = 0, binding = 5) uniform sampler2D Left; layout(set = 0, binding = 6) uniform sampler2D Right; #define PI 3.1415926538 // For mipmap sampling, use a big offset to get the average of a PoT input. #define BIG_NUMBER 9000.1 vec3 blend_corner(vec3 a, // The first color to blend vec3 b, // The second color to blend float wa, // The weight of the first color float wb, // The weight of the second color vec2 pixel_coord, // The coordinate to evaluate the blend for vec2 corner_coord, // The coordinate of the corner of the // content after cropping vec2 gap_size // The component-wise distance from the corner // of the content to the corner of the viewport ) { switch (int(param.CORNER_BLEND_MODE)) { case 0: // Horizontal bars on top return b; case 1: // Vertical bars on top return a; case 2: // Weighted average of averages return mix(a, b, wa / (wa + wb)); case 3: default: // Angle blend const vec2 delta = (pixel_coord - corner_coord) / gap_size; // Use absolutes to always operate in 1st quadrant. // This makes the angle work out to be correct in all cases when // carefully choosing argument ordering. const float angle = atan(abs(delta.y), abs(delta.x)) / (PI * 0.5); // Smoothstep makes the transition perceptually smoother. return mix(a, b, smoothstep(0.0, 1.0, angle)); } } void main() { const vec2 pixel_coord = vTexCoord * param.InputSize.xy; if (pixel_coord.x < param.OS_CROP_LEFT) { const vec3 left = textureLod(Left, vec2(0.5), BIG_NUMBER).rgb; if (pixel_coord.y < param.OS_CROP_TOP) { // Top left corner const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb; FragColor = vec4(blend_corner(left, top, param.InputSize.y - param.OS_CROP_TOP - param.OS_CROP_BOTTOM, param.InputSize.x - param.OS_CROP_LEFT - param.OS_CROP_RIGHT, pixel_coord, vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP), vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP)), 1.0); } else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) { // Left bar FragColor = vec4(left, 1.0); } else { // Bottom left corner const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb; FragColor = vec4( blend_corner(left, bottom, param.InputSize.y - param.OS_CROP_TOP - param.OS_CROP_BOTTOM, param.InputSize.x - param.OS_CROP_LEFT - param.OS_CROP_RIGHT, pixel_coord, vec2(param.OS_CROP_LEFT, param.InputSize.y - param.OS_CROP_BOTTOM), vec2(param.OS_CROP_LEFT, param.OS_CROP_BOTTOM)), 1.0); } } else if (pixel_coord.x < param.InputSize.x - param.OS_CROP_RIGHT) { if (pixel_coord.y < param.OS_CROP_TOP) { // Top bar FragColor = vec4(textureLod(Top, vec2(0.5), BIG_NUMBER).rgb, 1.0); } else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) { // Uncropped // Do a sharp (nearest neighbor) resampling. FragColor = vec4( texture(Input, (floor(vTexCoord * param.InputSize.xy) + 0.5) * param.InputSize.zw) .rgb, 1.0); } else { // Bottom bar FragColor = vec4(textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb, 1.0); } } else { const vec3 right = textureLod(Right, vec2(0.5), BIG_NUMBER).rgb; if (pixel_coord.y < param.OS_CROP_TOP) { // Top right corner const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb; FragColor = vec4(blend_corner(right, top, param.InputSize.y - param.OS_CROP_TOP - param.OS_CROP_BOTTOM, param.InputSize.x - param.OS_CROP_LEFT - param.OS_CROP_RIGHT, pixel_coord, vec2(param.InputSize.x - param.OS_CROP_RIGHT, param.OS_CROP_TOP), vec2(param.OS_CROP_RIGHT, param.OS_CROP_TOP)), 1.0); } else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) { // Right bar FragColor = vec4(right, 1.0); } else { // Bottom right corner const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb; FragColor = vec4( blend_corner(right, bottom, param.InputSize.y - param.OS_CROP_TOP - param.OS_CROP_BOTTOM, param.InputSize.x - param.OS_CROP_LEFT - param.OS_CROP_RIGHT, pixel_coord, vec2(param.InputSize.x - param.OS_CROP_RIGHT, param.InputSize.y - param.OS_CROP_BOTTOM), vec2(param.OS_CROP_RIGHT, param.OS_CROP_BOTTOM)), 1.0); } } }