mirror of
https://github.com/italicsjenga/slang-shaders.git
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e366c7524c
* 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
243 lines
9.1 KiB
Plaintext
243 lines
9.1 KiB
Plaintext
#version 450
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// See compose.slang for copyright and other information.
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#include "../../../misc/shaders/scaling.slang"
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#include "parameters.slang"
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layout(push_constant) uniform Push {
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vec4 InputSize;
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vec4 FinalViewportSize;
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uint Rotation;
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float OS_CROP_TOP;
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float OS_CROP_BOTTOM;
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float OS_CROP_LEFT;
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float OS_CROP_RIGHT;
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float CENTER_AFTER_CROPPING;
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float SAMPLE_SIZE;
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float EXTEND_H;
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float EXTEND_V;
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float MIRROR_BLUR;
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float FORCE_ASPECT_RATIO;
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float ASPECT_H;
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float ASPECT_V;
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float FORCE_INTEGER_SCALING_H;
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float FORCE_INTEGER_SCALING_V;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
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global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 tx_coord;
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layout(location = 2) out vec4 input_corners;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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const vec4 crop = vec4(param.OS_CROP_TOP, param.OS_CROP_LEFT,
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param.OS_CROP_BOTTOM, param.OS_CROP_RIGHT);
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const vec2 scale_o2i = get_scale_o2i(
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param.InputSize.xy, param.FinalViewportSize.xy, crop, param.Rotation,
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param.CENTER_AFTER_CROPPING, param.FORCE_ASPECT_RATIO,
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vec2(param.ASPECT_H, param.ASPECT_V),
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vec2(param.FORCE_INTEGER_SCALING_H, param.FORCE_INTEGER_SCALING_V),
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/* output_size_is_final_viewport_size = */ true);
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tx_coord = o2i(vTexCoord, param.InputSize.xy, crop, param.Rotation,
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param.CENTER_AFTER_CROPPING, scale_o2i);
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input_corners = get_input_corners(param.InputSize.xy, crop, param.Rotation);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 tx_coord;
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layout(location = 2) in vec4 input_corners;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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float min_of_vec4(vec4 i) { return min(min(i.x, i.y), min(i.z, i.w)); }
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int argmin(vec4 i) {
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const vec4 m = vec4(min_of_vec4(i));
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const vec4 ma = step(i, m) * vec4(0.0, -1.0, -2.0, -3.0);
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return -int(min_of_vec4(ma));
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}
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// Returns a coordinate in [0, w) when repeating that interval (and optionally
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// mirroring).
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float mirrored_repeat(float w, float x) {
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const float phase = mod(x, w);
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if (param.MIRROR_BLUR < 0.5) {
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return phase;
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}
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const int period = int(x / w);
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return period % 2 == 1 != x > 0.0 ? phase : w - phase;
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}
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float extend_left(vec2 coord, vec4 input_corners) {
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return input_corners.x +
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mirrored_repeat(param.SAMPLE_SIZE, coord.x - input_corners.x);
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}
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float extend_right(vec2 coord, vec4 input_corners) {
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return input_corners.z -
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mirrored_repeat(param.SAMPLE_SIZE, input_corners.z - coord.x);
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}
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float extend_top(vec2 coord, vec4 input_corners) {
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return input_corners.y +
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mirrored_repeat(param.SAMPLE_SIZE, coord.y - input_corners.y);
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}
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float extend_bottom(vec2 coord, vec4 input_corners) {
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return input_corners.w -
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mirrored_repeat(param.SAMPLE_SIZE, input_corners.w - coord.y);
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}
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// This function samples in a very specific way which is the foundation for
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// blurring later.
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// - If the sample coordinate is outside of the cropped input, Either black is
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// returned if blur extension is turned off, or a repeated pattern from the
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// sampling frame band is returned.
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// - If the coordinate is inside the cropped input and within the frame band
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// given by SAMPLE_SIZE, the original texture sample is returned.
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// - If the coordinate is further inside than the frame band, a mirrored
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// repeating sample is returned. The side of the frame that is sampled is given
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// by the one that is closest to the sampled point.
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vec3 sample_mirrored_frame(sampler2D tex, vec2 tx_coord, vec4 input_corners) {
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const vec2 extend_fill =
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get_rotated_size(vec2(param.EXTEND_H, param.EXTEND_V), param.Rotation);
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if (tx_coord.x < input_corners.x) {
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if (extend_fill.x < 0.5) {
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return vec3(0.0);
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}
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if (tx_coord.y < input_corners.y) {
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// Top left corner extension
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if (extend_fill.y < 0.5) {
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return vec3(0.0);
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}
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return texture(tex, vec2(extend_left(tx_coord, input_corners),
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extend_top(tx_coord, input_corners)) *
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param.InputSize.zw)
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.rgb;
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} else if (tx_coord.y < input_corners.w) {
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// Left extension
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return texture(tex, vec2(extend_left(tx_coord, input_corners),
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tx_coord.y) *
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param.InputSize.zw)
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.rgb;
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} else {
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// Bottom left corner extension
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if (extend_fill.y < 0.5) {
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return vec3(0.0);
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}
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return texture(tex, vec2(extend_left(tx_coord, input_corners),
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extend_bottom(tx_coord, input_corners)) *
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param.InputSize.zw)
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.rgb;
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}
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} else if (tx_coord.x < input_corners.z) {
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if (tx_coord.y < input_corners.y) {
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if (extend_fill.y < 0.5) {
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return vec3(0.0);
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}
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// Top extension
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return texture(tex, vec2(tx_coord.x,
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extend_top(tx_coord, input_corners)) *
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param.InputSize.zw)
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.rgb;
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} else if (tx_coord.y < input_corners.w) {
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const vec4 inner_corners =
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input_corners + vec4(param.SAMPLE_SIZE, param.SAMPLE_SIZE,
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-param.SAMPLE_SIZE, -param.SAMPLE_SIZE);
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if (any(lessThan(tx_coord, inner_corners.xy)) ||
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any(greaterThanEqual(tx_coord, inner_corners.zw))) {
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// In frame band
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return texture(tex, tx_coord * param.InputSize.zw).rgb;
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}
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// Innermost -- mirrored repeat sampling from nearest side
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const vec4 distances = vec4(
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tx_coord.x - inner_corners.x, inner_corners.z - tx_coord.x,
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tx_coord.y - inner_corners.y, inner_corners.w - tx_coord.y);
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switch (argmin(distances)) {
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case 0:
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// left
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return texture(tex,
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vec2(extend_left(tx_coord, input_corners),
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tx_coord.y) *
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param.InputSize.zw)
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.rgb;
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case 1:
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// right
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return texture(tex,
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vec2(extend_right(tx_coord, input_corners),
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tx_coord.y) *
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param.InputSize.zw)
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.rgb;
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case 2:
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// top
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return texture(tex,
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vec2(tx_coord.x,
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extend_top(tx_coord, input_corners)) *
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param.InputSize.zw)
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.rgb;
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case 3:
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default:
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// bottom
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return texture(tex, vec2(tx_coord.x,
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extend_bottom(tx_coord,
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input_corners)) *
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param.InputSize.zw)
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.rgb;
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}
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} else {
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if (extend_fill.y < 0.5) {
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return vec3(0.0);
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}
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// Bottom extension
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return texture(tex, vec2(tx_coord.x,
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extend_bottom(tx_coord, input_corners)) *
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param.InputSize.zw)
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.rgb;
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}
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} else {
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if (extend_fill.x < 0.5) {
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return vec3(0.0);
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}
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if (tx_coord.y < input_corners.y) {
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// Top right corner extension
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if (extend_fill.y < 0.5) {
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return vec3(0.0);
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}
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return texture(tex, vec2(extend_right(tx_coord, input_corners),
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extend_top(tx_coord, input_corners)) *
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param.InputSize.zw)
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.rgb;
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} else if (tx_coord.y < input_corners.w) {
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// Right extension
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return texture(tex, vec2(extend_right(tx_coord, input_corners),
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tx_coord.y) *
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param.InputSize.zw)
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.rgb;
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} else {
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// Bottom right corner extension
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if (extend_fill.y < 0.5) {
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return vec3(0.0);
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}
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return texture(tex, vec2(extend_right(tx_coord, input_corners),
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extend_bottom(tx_coord, input_corners)) *
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param.InputSize.zw)
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.rgb;
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}
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}
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}
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void main() {
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FragColor =
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vec4(sample_mirrored_frame(Source, tx_coord, input_corners), 1.0);
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}
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