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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
85 lines
3.8 KiB
Plaintext
85 lines
3.8 KiB
Plaintext
// See pixel_aa.slang for copyright and other information.
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// Similar to smoothstep, but has a configurable slope at x = 0.5.
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// Original smoothstep has a slope of 1.5 at x = 0.5
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#define INSTANTIATE_SLOPESTEP(T) \
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T slopestep(T edge0, T edge1, T x, float slope) { \
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x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); \
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const T s = sign(x - 0.5); \
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const T o = (1.0 + s) * 0.5; \
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return o - 0.5 * s * pow(2.0 * (o - s * x), T(slope)); \
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}
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INSTANTIATE_SLOPESTEP(float)
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INSTANTIATE_SLOPESTEP(vec2)
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vec3 to_lin(vec3 x) { return pow(x, vec3(2.2)); }
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vec3 to_srgb(vec3 x) { return pow(x, vec3(1.0 / 2.2)); }
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// Function to get a single sample using the "pixel AA" method.
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// Params:
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// tx_coord: Coordinate in source pixel (texel) coordinates
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vec3 sample_aa(sampler2D tex, vec2 tx_per_px, vec2 tx_to_uv, vec2 tx_coord,
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float sharpness, bool gamma_correct) {
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// The offset for interpolation is a periodic function with
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// a period length of 1 texel.
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// The input coordinate is shifted so that the center of the texel
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// aligns with the start of the period.
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// First, get the period and phase.
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vec2 period;
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const vec2 phase = modf(tx_coord - 0.5, period);
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// The function starts at 0, then starts transitioning at
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// 0.5 - 0.5 / pixels_per_texel, then reaches 0.5 at 0.5,
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// Then reaches 1 at 0.5 + 0.5 / pixels_per_texel.
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// For sharpness values < 1.0, blend to bilinear filtering.
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const vec2 offset =
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slopestep(min(1.0, sharpness) * (0.5 - 0.5 * tx_per_px),
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1.0 - min(1.0, sharpness) * (1.0 - (0.5 + 0.5 * tx_per_px)),
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phase, max(1.0, sharpness));
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// With gamma correct blending, we have to do 4 taps and interpolate
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// manually. Without it, we can make use of a single tap using bilinear
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// interpolation. The offsets are shifted back to the texel center before
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// sampling.
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if (gamma_correct) {
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const vec3 samples[] = {
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to_lin(texture(tex, (period + 0.5) * tx_to_uv).rgb),
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to_lin(texture(tex, (period + vec2(1.5, 0.5)) * tx_to_uv).rgb),
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to_lin(texture(tex, (period + vec2(0.5, 1.5)) * tx_to_uv).rgb),
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to_lin(texture(tex, (period + 1.5) * tx_to_uv).rgb)};
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return to_srgb(mix(mix(samples[0], samples[1], offset.x),
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mix(samples[2], samples[3], offset.x), offset.y));
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} else {
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return texture(tex, (period + 0.5 + offset) * tx_to_uv).rgb;
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}
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}
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// Function to get a pixel value, taking into consideration possible subpixel
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// interpolation.
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vec4 pixel_aa(sampler2D tex, vec2 tx_per_px, vec2 tx_to_uv, vec2 tx_coord,
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float sharpness, bool gamma_correct, bool sample_subpx,
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bool subpx_bgr, uint rotation) {
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if (sample_subpx) {
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// Subpixel sampling: Shift the sampling by 1/3rd of an output pixel for
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// each subpixel, assuming that the output size is at monitor
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// resolution.
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// Compensate for possible rotation of the screen in certain cores.
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const vec2 rotation_correction[] = {vec2(1.0, 0.0), vec2(0.0, 1.0),
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vec2(-1.0, 0.0), vec2(0.0, -1.0)};
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const vec2 sub_tx_offset =
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tx_per_px / 3.0 *
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rotation_correction[(rotation + int(subpx_bgr) * 2) % 4];
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vec3 res;
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for (int i = -1; i < 2; ++i) {
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res[i + 1] = sample_aa(tex, tx_per_px, tx_to_uv,
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tx_coord + sub_tx_offset * float(i),
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sharpness, gamma_correct)[i + 1];
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}
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return vec4(res, 1.0);
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} else {
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return vec4(sample_aa(tex, tx_per_px, tx_to_uv, tx_coord, sharpness,
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gamma_correct),
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1.0);
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}
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}
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