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https://github.com/italicsjenga/slang-shaders.git
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88 lines
2.5 KiB
Plaintext
88 lines
2.5 KiB
Plaintext
#version 450
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/*
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Pixel AA v1.1 by fishku
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Copyright (C) 2023
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Public domain license (CC0)
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Features:
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- Sharp upscaling with anti-aliasing
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- Subpixel upscaling
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- Sharpness can be controlled
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- Gamma correct blending
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- Integer scales result in pixel-perfect scaling
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- Can use bilinear filtering for max. performance
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Inspired by:
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https://www.shadertoy.com/view/MlB3D3
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by d7samurai
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and:
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https://www.youtube.com/watch?v=d6tp43wZqps
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by t3ssel8r
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With sharpness = 1.0, using the same gamma-correct blending, and disabling
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subpixel anti-aliasing, results are identical to the "pixellate" shader.
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Changelog:
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v1.1: Better subpixel sampling.
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v1.0: Initial release.
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*/
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layout(push_constant) uniform Push {
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vec4 SourceSize;
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vec4 OutputSize;
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float PIX_AA_SHARP;
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float PIX_AA_GAMMA;
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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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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 pix_coord;
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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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pix_coord = vTexCoord * param.SourceSize.xy;
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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 pix_coord;
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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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#include "shared.slang"
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void main() {
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if (param.PIX_AA_SUBPX < 0.5) {
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FragColor =
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vec4(sample_aa(Source, pix_coord, param.SourceSize.zw,
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param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP),
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1.0);
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} else {
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// Subpixel sampling: Shift the sampling by 1/3rd of an output pixel,
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// assuming that the output size is at monitor resolution.
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for (int i = -1; i < 2; ++i) {
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const vec2 subpix_coord =
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pix_coord +
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vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0, 0.0) *
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param.OutputSize.zw * param.SourceSize.xy;
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// With subpixel sampling, the sampling area is effectively reduced
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// to a third.
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const vec2 tx_size = get_texel_size(subpix_coord) / vec2(3.0, 1.0);
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FragColor[i + 1] = sample_aa(
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Source, subpix_coord, param.SourceSize.zw,
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param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP, tx_size)[i + 1];
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}
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FragColor[3] = 1.0;
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}
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}
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