mirror of
https://github.com/italicsjenga/slang-shaders.git
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6f921ee481
* Simplify pixel AA; Dependents to be refactored * Finish refactoring pixel_aa itself; Dependent presets TBD * Update average and border fill * Tune default blur strengths in blur fill * Clean up includes * Minor corrections
144 lines
4.9 KiB
Plaintext
144 lines
4.9 KiB
Plaintext
#version 450
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/*
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Blur fill v1.6 by fishku
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Copyright (C) 2023
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Public domain license (CC0)
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This shader preset allows cropping the image on any side, and filling the
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cropped area with a blurred version of the input image borders.
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This is useful for certain games that do not render a full image to maintain
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the overall aspect ratio and to avoid burn-in.
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The preset also allows you to extend the original content to a larger
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screen. It's recommended to set the video scaling options as follows:
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- Turn integer scaling OFF
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- Set aspect ratio to FULL
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The shader will then take over and handle the proper scaling and aspect
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ratio of the input.
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The preset comes in three variants which differ only in the strength of the
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blur.
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Since the blur strength in the dual filter blur depends on the input
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resolution, and because there is currently no mechanism to set resolution
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based on user parameters, the three variants provide different sampling
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resolutions which affect the strength of the blur.
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Additionally to the resolution, a blur radius parameter controls the
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strength of the blur.
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Changelog:
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v1.6: Optimize. Update to new Pixel AA version. Tune default blur strength.
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v1.5: Add anti-aliased interpolation for non-integer scaling.
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v1.4: Fix scaling bugs.
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v1.3: Reduce shimmering artifacts.
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v1.2: Fix scaling bugs.
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v1.1: Fix bug with glcore driver.
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v1.0: Initial release.
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*/
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// clang-format off
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#include "parameters.slang"
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#include "../../../blurs/shaders/dual_filter/parameters.slang"
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#include "../../../interpolation/shaders/pixel_aa/shared.slang"
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// clang-format on
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layout(push_constant) uniform Push {
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vec4 InputSize;
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vec4 TiledSize;
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vec4 FinalViewportSize;
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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_CROP;
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float SAMPLE_SIZE;
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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;
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float FILL_GAMMA;
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// From dual filter blur
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float BLUR_RADIUS;
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// From pixel AA
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float PIX_AA_SHARP;
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float PIX_AA_SUBPX;
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float PIX_AA_SUBPX_BGR;
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}
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param;
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#include "scaling.slang"
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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 vec2 tx_per_px;
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layout(location = 3) out vec2 tx_to_uv;
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layout(location = 4) out vec4 input_extrema;
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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 vec2 scale_o2i = scale_o2i();
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tx_coord = (vTexCoord - 0.49999) * scale_o2i + get_input_center();
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tx_per_px = scale_o2i * param.FinalViewportSize.zw;
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tx_to_uv = param.InputSize.zw;
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input_extrema = vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP,
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param.InputSize.x - param.OS_CROP_RIGHT,
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param.InputSize.y - param.OS_CROP_BOTTOM);
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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 vec2 tx_per_px;
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layout(location = 3) in vec2 tx_to_uv;
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layout(location = 4) in vec4 input_extrema;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Input;
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layout(set = 0, binding = 3) uniform sampler2D Tiled;
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layout(set = 0, binding = 4) uniform sampler2D Blurred;
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void main() {
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if (any(lessThan(tx_coord, input_extrema.xy)) ||
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any(greaterThanEqual(tx_coord, input_extrema.zw))) {
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if (param.BLUR_RADIUS > 0.0) {
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// Sample blur.
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FragColor = vec4(
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pow(texture(Blurred, vTexCoord).rgb, vec3(param.FILL_GAMMA)),
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1.0);
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} else {
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// Sample tiled pattern.
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// Do a sharp (nearest neighbor) resampling.
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FragColor =
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vec4(pow(texture(Tiled,
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(floor(vTexCoord * param.TiledSize.xy) + 0.5) *
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param.TiledSize.zw)
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.rgb,
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vec3(param.FILL_GAMMA)),
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1.0);
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}
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} else {
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// Sample original.
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if (param.FORCE_INTEGER_SCALING > 0.5) {
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// Do a perfectly sharp (nearest neighbor) sampling.
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FragColor = vec4(
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texture(Input, (floor(tx_coord) + 0.5) * param.InputSize.zw)
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.rgb,
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1.0);
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} else {
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// Do a sharp anti-aliased interpolation.
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// Do not correct for gamma additionally because the input is
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// already in linear color space.
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FragColor = pixel_aa(
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Input, tx_per_px, tx_to_uv, tx_coord, param.PIX_AA_SHARP,
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/* gamma_correct = */ false, param.PIX_AA_SUBPX > 0.5,
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param.PIX_AA_SUBPX_BGR > 0.5);
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}
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}
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}
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