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https://github.com/italicsjenga/slang-shaders.git
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dd7db517ee
* Debug commit; Seems working, before cleanup * Clean up * Bump versions; Add changes to log
74 lines
3.1 KiB
Plaintext
74 lines
3.1 KiB
Plaintext
// See compose.slang for copyright and other information.
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// Scaling from unit output to pixel input space.
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vec2 scale_o2i() {
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// Pixels in input coord. space, after cropping.
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const vec2 eff_input_res =
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param.InputSize.xy -
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(param.CENTER_CROP > 0.5
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? vec2(param.OS_CROP_LEFT + param.OS_CROP_RIGHT,
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param.OS_CROP_TOP + param.OS_CROP_BOTTOM)
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: 2 * vec2(min(param.OS_CROP_LEFT, param.OS_CROP_RIGHT),
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min(param.OS_CROP_TOP, param.OS_CROP_BOTTOM)));
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// Integer aspect ratio after 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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const vec2 eff_aspect = param.FORCE_ASPECT_RATIO < 0.5
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? eff_input_res
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: vec2(eff_input_res.x * param.ASPECT_H,
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eff_input_res.y * param.ASPECT_V);
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float scale_x, scale_y;
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if (param.FinalViewportSize.x * eff_aspect.y <
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param.FinalViewportSize.y * eff_aspect.x) {
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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 = param.FinalViewportSize.x / eff_input_res.x;
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if (param.FORCE_INTEGER_SCALING > 0.5) {
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scale_x = max(1.0, floor(scale_x));
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}
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if (param.FORCE_ASPECT_RATIO < 0.5) {
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scale_y = scale_x;
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} else {
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scale_y = scale_x * param.ASPECT_V / param.ASPECT_H;
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if (param.FORCE_INTEGER_SCALING > 0.5) {
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scale_y = max(1.0, floor(scale_y));
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}
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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 = param.FinalViewportSize.y / eff_input_res.y;
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if (param.FORCE_INTEGER_SCALING > 0.5) {
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scale_y = max(1.0, floor(scale_y));
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}
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if (param.FORCE_ASPECT_RATIO < 0.5) {
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scale_x = scale_y;
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} else {
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scale_x = scale_y * param.ASPECT_H / param.ASPECT_V;
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if (param.FORCE_INTEGER_SCALING > 0.5) {
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scale_x = max(1.0, floor(scale_x));
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}
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}
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}
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return param.FinalViewportSize.xy / vec2(scale_x, scale_y);
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}
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// Get adjusted center in input pixel coordinate system.
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// Round to whole pixels to avoid issues on low-res output resolutions, e.g.,
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// when using a 10x by 1x horizontal superresolution.
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vec2 get_input_center() {
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return floor(param.CENTER_CROP > 0.5
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? 0.5 * vec2(param.OS_CROP_LEFT + param.InputSize.x -
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param.OS_CROP_RIGHT,
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param.OS_CROP_TOP + param.InputSize.y -
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param.OS_CROP_BOTTOM)
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: vec2(0.49999) * param.InputSize.xy);
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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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vec2 o2i(vec2 x) { return (x - 0.49999) * scale_o2i() + get_input_center(); }
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// From pixel input to unit output space.
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vec2 i2o(vec2 x) { return (x - get_input_center()) / scale_o2i() + 0.49999; }
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