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https://github.com/italicsjenga/slang-shaders.git
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c1488579ee
* Scaling: Add overscale option * Bump versions
172 lines
6.7 KiB
Plaintext
172 lines
6.7 KiB
Plaintext
/*
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Cropping and scaling library v1.1 by fishku
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Copyright (C) 2023
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Public domain license (CC0)
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This file acts like a library and should be included in another shader to be
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used. For example usages, see the border/blur_fill shaders.
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It's recommended to use these functions in the vertex shader pass, and pass
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the data to the fragment pass.
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Features:
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- Cropping on each side
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- Centering of image after crop has been applied
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- Forcing of a certain aspect ratio
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- Forcing of either vert. or horiz. integer scaling, or both
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- Rotation support (0, 90, 180, 270 degrees).
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- Overscaling
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Refactored from the version that used to be in the blur_fill shader.
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Changelog:
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v1.1: Add overscaling option. Unify parameters.
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v1.0: Initial conversion from blur_fill release. Add rotation support.
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*/
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vec4 get_rotated_crop(vec4 crop, uint rotation) {
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switch (rotation) {
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case 0:
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default:
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return crop;
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case 1:
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return crop.yzwx;
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case 2:
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return crop.zwxy;
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case 3:
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return crop.wxyz;
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}
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}
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vec2 get_rotated_size(vec2 x, uint rotation) {
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switch (rotation) {
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case 0:
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case 2:
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default:
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return x;
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case 1:
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case 3:
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return x.yx;
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}
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}
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// Get 2 corners of input in texel space, spanning the input image.
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// corners.x and .y define the top-left corner, corners.z and .w define the
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// bottom-right corner.
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vec4 get_input_corners(vec2 input_size, vec4 crop, uint rotation) {
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crop = get_rotated_crop(crop, rotation);
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return vec4(crop.y, crop.x, input_size.x - crop.w, input_size.y - crop.z);
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}
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// Get adjusted center in input pixel coordinate system.
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vec2 get_input_center(vec2 input_size, vec4 crop, uint rotation,
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float center_after_cropping) {
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crop = get_rotated_crop(crop, rotation);
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return center_after_cropping > 0.5
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? 0.5 * vec2(crop.y + input_size.x - crop.w,
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crop.x + input_size.y - crop.z)
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: vec2(0.49999) * input_size;
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}
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// Scaling from unit output to pixel input space.
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vec2 get_scale_o2i(vec2 input_size, vec2 output_size, vec4 crop, uint rotation,
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float center_after_cropping, float force_aspect_ratio,
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vec2 aspect, vec2 force_integer_scaling, float overscale,
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bool output_size_is_final_viewport_size) {
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crop = get_rotated_crop(crop, rotation);
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if (output_size_is_final_viewport_size) {
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output_size = get_rotated_size(output_size, rotation);
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}
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aspect = get_rotated_size(aspect, rotation);
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// Aspect ratio before cropping.
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// lambda_1 * input_pixels.x, lambda_2 * input_pixels.y,
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// possibly corrected for forced aspect ratio
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aspect = (force_aspect_ratio < 0.5
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? output_size * input_size.yx
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: (aspect.x < 0.5 || aspect.y < 0.5
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? vec2(1.0)
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: vec2(aspect.x, aspect.y) * input_size.yx));
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// Pixels in input coord. space, after cropping.
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input_size = input_size -
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(center_after_cropping > 0.5
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? vec2(crop.y + crop.w, crop.x + crop.z)
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: 2.0 * vec2(min(crop.y, crop.w), min(crop.x, crop.z)));
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force_integer_scaling = get_rotated_size(force_integer_scaling, rotation);
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float scale_x, scale_y;
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if (output_size.x / (input_size.x * aspect.x) <
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output_size.y / (input_size.y * aspect.y)) {
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// Scale will be limited by width. Calc x scale, then derive y scale
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// using aspect ratio.
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scale_x = mix(output_size.x / input_size.x,
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output_size.y * aspect.x / (input_size.y * aspect.y),
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overscale);
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if (force_integer_scaling.x > 0.5 && scale_x > 1.0) {
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scale_x = floor(scale_x);
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}
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scale_y = scale_x * aspect.y / aspect.x;
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if (force_integer_scaling.y > 0.5 && scale_y > 1.0) {
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scale_y = floor(scale_y);
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}
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} else {
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// Scale will be limited by height.
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scale_y = mix(output_size.y / input_size.y,
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output_size.x * aspect.y / (input_size.x * aspect.x),
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overscale);
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if (force_integer_scaling.y > 0.5 && scale_y > 1.0) {
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scale_y = floor(scale_y);
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}
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scale_x = scale_y * aspect.x / aspect.y;
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if (force_integer_scaling.x > 0.5 && scale_x > 1.0) {
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scale_x = floor(scale_x);
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}
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}
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return output_size.xy / vec2(scale_x, scale_y);
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}
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// From unit output to pixel input space.
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// coord_in_input_space = o2i(coord_in_output_space)
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// This is used to sample from the input texture in the output pass.
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// Version where scale is passed in.
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vec2 o2i(vec2 x, vec2 input_size, vec4 crop, uint rotation,
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float center_after_cropping, vec2 scale_o2i) {
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return (x - 0.49999) * scale_o2i +
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get_input_center(input_size, crop, rotation, center_after_cropping);
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}
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// Version that computes scale.
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vec2 o2i(vec2 x, vec2 input_size, vec2 output_size, vec4 crop, uint rotation,
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float center_after_cropping, float force_aspect_ratio, vec2 aspect,
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vec2 force_integer_scaling, float overscale,
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bool output_size_is_final_viewport_size) {
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return o2i(x, input_size, crop, rotation, center_after_cropping,
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get_scale_o2i(input_size, output_size, crop, rotation,
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center_after_cropping, force_aspect_ratio, aspect,
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force_integer_scaling, overscale,
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output_size_is_final_viewport_size));
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}
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// From pixel input to unit output space.
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// Version where scale is passed in.
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vec2 i2o(vec2 x, vec2 input_size, vec4 crop, uint rotation,
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float center_after_cropping, vec2 scale_o2i) {
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return (x - get_input_center(input_size, crop, rotation,
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center_after_cropping)) /
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scale_o2i +
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0.49999;
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}
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// Version that computes scale.
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vec2 i2o(vec2 x, vec2 input_size, vec2 output_size, vec4 crop, uint rotation,
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float center_after_cropping, float force_aspect_ratio, vec2 aspect,
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vec2 force_integer_scaling, float overscale,
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bool output_size_is_final_viewport_size) {
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return (x - get_input_center(input_size, crop, rotation,
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center_after_cropping)) /
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get_scale_o2i(input_size, output_size, crop, rotation,
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center_after_cropping, force_aspect_ratio, aspect,
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force_integer_scaling, overscale,
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output_size_is_final_viewport_size) +
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0.49999;
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}
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