slang-shaders/pixel-art-scaling/shaders/SmuberStep.slang
fishcu 259ff81f4b
Repo reorg: edge smoothing, interpolation, and pixel art scaling (#469)
* Move initial batch of shaders and presets to smoothing subdirectory

* Rename smoothing to edge enhancement

* Move cubic and windowed into interpolation

* Fix some presets

* Fix rest of presets

* Rename edge-enhancement to edge-smoothing

* Move pixel art scalers into separate directory separate from 'interpolation'

* Flatten interpolation/cubic into interpolation/
2023-08-12 18:09:28 -05:00

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#version 450
//SmuberStep - Like SmoothestStep but even Smoothester
//by torridgristle
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 SStep = vTexCoord * params.SourceSize.xy + 0.5;
vec2 SStepInt = floor(SStep);
vec2 SStepFra = SStep - SStepInt;
SStep = ((924*pow(SStepFra,vec2(13)) - 6006*pow(SStepFra,vec2(12)) + 16380*pow(SStepFra,vec2(11)) - 24024*pow(SStepFra,vec2(10)) + 20020*pow(SStepFra,vec2(9)) - 9009*pow(SStepFra,vec2(8)) + 1716*pow(SStepFra,vec2(7))) + SStepInt - 0.5) * params.SourceSize.zw;
FragColor = texture(Source, SStep);
}