mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
/*
|
|
Author: rsn8887 (based on TheMaister)
|
|
License: Public domain
|
|
|
|
This is an integer prescale filter that should be combined
|
|
with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve
|
|
a smooth scaling result with minimum blur. This is good for pixelgraphics
|
|
that are scaled by non-integer factors.
|
|
|
|
The prescale factor and texel coordinates are precalculated
|
|
in the vertex shader for speed.
|
|
*/
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec2 precalc_texel;
|
|
layout(location = 2) out vec2 precalc_scale;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
precalc_scale = max(floor(params.OutputSize.xy / params.SourceSize.xy), vec2(1.0, 1.0));
|
|
precalc_texel = vTexCoord * params.SourceSize.xy;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 precalc_texel;
|
|
layout(location = 2) in vec2 precalc_scale;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec2 texel = precalc_texel;
|
|
vec2 scale = precalc_scale;
|
|
vec2 texel_floored = floor(texel);
|
|
vec2 s = fract(texel);
|
|
vec2 region_range = 0.5 - 0.5 / scale;
|
|
|
|
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
|
|
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
|
|
|
|
vec2 center_dist = s - 0.5;
|
|
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
|
|
|
|
vec2 mod_texel = texel_floored + f;
|
|
|
|
FragColor = vec4(texture(Source, mod_texel / params.SourceSize.xy).rgb, 1.0);
|
|
}
|