slang-shaders/pixel-art-scaling/shaders/pixel_aa/shared.slang
fishcu e366c7524c
Correctly account for screen rotation in several shaders (#478)
* Refactor scaling into include library

Add separate H and V integer scale forcing

Fix blur_fill; average fill still TODO

Clean up and fix blur_fill; Initial docs; Avg fill TODO

Mostly fix avg. fill; sampling TODO; Bump versions, add docs

Fix H/V extension; Tweak default params

Fix avg. fill

Remove defines, create functions

Reorder params

Clean up

Fix pixel_aa subpx sampling with rotation

* Minor docs fix
2023-09-10 09:15:41 -05:00

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// See pixel_aa.slang for copyright and other information.
// 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)); }
// Function to get a single sample using the "pixel AA" method.
// Params:
// tx_coord: Coordinate in source pixel (texel) coordinates
vec3 sample_aa(sampler2D tex, vec2 tx_per_px, vec2 tx_to_uv, vec2 tx_coord,
float sharpness, bool gamma_correct) {
// The offset for interpolation is a periodic function with
// a period length of 1 texel.
// The input coordinate is shifted so that the center of the texel
// aligns with the start of the period.
// First, get the period and phase.
vec2 period;
const vec2 phase = modf(tx_coord - 0.5, period);
// The function starts at 0, then starts transitioning at
// 0.5 - 0.5 / pixels_per_texel, then reaches 0.5 at 0.5,
// Then reaches 1 at 0.5 + 0.5 / pixels_per_texel.
// For sharpness values < 1.0, blend to bilinear filtering.
const vec2 offset =
slopestep(min(1.0, sharpness) * (0.5 - 0.5 * tx_per_px),
1.0 - min(1.0, sharpness) * (1.0 - (0.5 + 0.5 * tx_per_px)),
phase, max(1.0, sharpness));
// With gamma correct blending, we have to do 4 taps and interpolate
// manually. Without it, we can make use of a single tap using bilinear
// interpolation. The offsets are shifted back to the texel center before
// sampling.
if (gamma_correct) {
const vec3 samples[] = {
to_lin(texture(tex, (period + 0.5) * tx_to_uv).rgb),
to_lin(texture(tex, (period + vec2(1.5, 0.5)) * tx_to_uv).rgb),
to_lin(texture(tex, (period + vec2(0.5, 1.5)) * tx_to_uv).rgb),
to_lin(texture(tex, (period + 1.5) * tx_to_uv).rgb)};
return to_srgb(mix(mix(samples[0], samples[1], offset.x),
mix(samples[2], samples[3], offset.x), offset.y));
} else {
return texture(tex, (period + 0.5 + offset) * tx_to_uv).rgb;
}
}
// Function to get a pixel value, taking into consideration possible subpixel
// interpolation.
vec4 pixel_aa(sampler2D tex, vec2 tx_per_px, vec2 tx_to_uv, vec2 tx_coord,
float sharpness, bool gamma_correct, bool sample_subpx,
bool subpx_bgr, uint rotation) {
if (sample_subpx) {
// Subpixel sampling: Shift the sampling by 1/3rd of an output pixel for
// each subpixel, assuming that the output size is at monitor
// resolution.
// Compensate for possible rotation of the screen in certain cores.
const vec2 rotation_correction[] = {vec2(1.0, 0.0), vec2(0.0, 1.0),
vec2(-1.0, 0.0), vec2(0.0, -1.0)};
const vec2 sub_tx_offset =
tx_per_px / 3.0 *
rotation_correction[(rotation + int(subpx_bgr) * 2) % 4];
vec3 res;
for (int i = -1; i < 2; ++i) {
res[i + 1] = sample_aa(tex, tx_per_px, tx_to_uv,
tx_coord + sub_tx_offset * float(i),
sharpness, gamma_correct)[i + 1];
}
return vec4(res, 1.0);
} else {
return vec4(sample_aa(tex, tx_per_px, tx_to_uv, tx_coord, sharpness,
gamma_correct),
1.0);
}
}