// This file has to be included at the frag shader stage so that fwidth() is // defined. // clang-format off #pragma parameter PIX_AA_SETTINGS "=== Pixel AA v1.1 settings ===" 0.0 0.0 1.0 1.0 #pragma parameter PIX_AA_SHARP "Pixel AA sharpening amount" 1.0 1.0 4.0 0.05 #pragma parameter PIX_AA_GAMMA "Enable gamma-correct blending" 1.0 0.0 1.0 1.0 #pragma parameter PIX_AA_SUBPX "Enable subpixel AA" 0.0 0.0 1.0 1.0 #pragma parameter PIX_AA_SUBPX_BGR "Use BGR subpx. instead of RGB" 0.0 0.0 1.0 1.0 // clang-format on // Similar to smoothstep, but has a configurable slope at x = 0.5. // Original smoothstep has a slope of 1.5 at x = 0.5 #define INSTANTIATE_SLOPESTEP(T) \ T slopestep(T edge0, T edge1, T x, float slope) { \ x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); \ const T s = sign(x - 0.5); \ const T o = (1.0 + s) * 0.5; \ return o - 0.5 * s * pow(2.0 * (o - s * x), T(slope)); \ } INSTANTIATE_SLOPESTEP(float) INSTANTIATE_SLOPESTEP(vec2) vec3 to_lin(vec3 x) { return pow(x, vec3(2.2)); } vec3 to_srgb(vec3 x) { return pow(x, vec3(1.0 / 2.2)); } vec2 get_texel_size(vec2 pix_coord) { return clamp(fwidth(pix_coord), 1.0e-5, 1.0); } // Params: // pix_coord: Coordinate in source pixel coordinates // px_size_uv: 1 / source resolution vec3 sample_aa(sampler2D tex, vec2 pix_coord, vec2 px_size_uv, bool gamma_correct, float sharpness, vec2 tx_size) { const vec2 tx_coord = pix_coord - 0.5 * tx_size; const vec2 tx_coord_i = floor(tx_coord); const vec2 tx_offset = slopestep(1.0 - tx_size, vec2(1.0), fract(tx_coord), sharpness); // With gamma correct blending, we have to do 4 taps and blend manually. // Without it, we can make use of a single tap using bilinear interpolation. if (gamma_correct) { const vec3 samples[] = { to_lin(texture(tex, (tx_coord_i + 0.5) * px_size_uv).rgb), to_lin( texture(tex, (tx_coord_i + vec2(1.5, 0.5)) * px_size_uv).rgb), to_lin( texture(tex, (tx_coord_i + vec2(0.5, 1.5)) * px_size_uv).rgb), to_lin(texture(tex, (tx_coord_i + 1.5) * px_size_uv).rgb)}; return to_srgb(mix(mix(samples[0], samples[1], tx_offset.x), mix(samples[2], samples[3], tx_offset.x), tx_offset.y)); } else { return texture(tex, (tx_coord_i + 0.5 + tx_offset) * px_size_uv).rgb; } } vec3 sample_aa(sampler2D tex, vec2 pix_coord, vec2 px_size_uv, bool gamma_correct, float sharpness) { const vec2 tx_size = get_texel_size(pix_coord); return sample_aa(tex, pix_coord, px_size_uv, gamma_correct, sharpness, tx_size); }