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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
279 lines
11 KiB
Plaintext
279 lines
11 KiB
Plaintext
#version 450
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/*
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Average fill v1.5 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 the average color of an adjustable area next to it.
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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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In case the image is cropped on multiple sides, different blend modes for
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the corner are available. Simply change the parameter for the "corner blend
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mode".
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The available corner blend modes are:
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0 = Draw horizontal bars on top
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1 = Draw vertical bars on top
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2 = Blend bars by weighted averaging
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3 = Smooth angle-based blending
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Changelog:
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v1.5: Optimize. Update to new Pixel AA version.
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v1.4: Add anti-aliased interpolation for non-integer scaling.
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v1.3: Fix scaling bugs.
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v1.2: Fix scaling bugs.
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v1.1: Add extension modes from blur fill; Add average gamma adjustment.
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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 "../../../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 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 EXTEND_H;
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float EXTEND_V;
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float CORNER_BLEND_MODE;
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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 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 "../blur_fill/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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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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}
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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 = 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 Top;
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layout(set = 0, binding = 4) uniform sampler2D Bottom;
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layout(set = 0, binding = 5) uniform sampler2D Left;
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layout(set = 0, binding = 6) uniform sampler2D Right;
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#define PI 3.1415926538
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// For mipmap sampling, use a big offset to get the average of a PoT input.
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#define BIG_NUMBER 9000.1
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vec3 blend_corner(vec3 a, // The first color to blend
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vec3 b, // The second color to blend
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float wa, // The weight of the first color
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float wb, // The weight of the second color
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vec2 coord, // The coordinate to evaluate the blend for
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vec2 corner_coord, // The coordinate of the corner of the
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// content after cropping
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vec2 gap_size // The component-wise distance from the corner
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// of the content to the corner of the viewport
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) {
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switch (int(param.CORNER_BLEND_MODE)) {
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case 0:
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// Horizontal bars on top
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return b;
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case 1:
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// Vertical bars on top
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return a;
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case 2:
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// Weighted average of averages
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return mix(a, b, wa / (wa + wb));
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case 3:
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default:
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// Angle blend
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const vec2 delta = (coord - corner_coord) / gap_size;
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// Use absolutes to always operate in 1st quadrant.
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// This makes the angle work out to be correct in all cases when
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// carefully choosing argument ordering.
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const float angle = atan(abs(delta.y), abs(delta.x)) / (PI * 0.5);
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// Smoothstep makes the transition perceptually smoother.
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return mix(a, b, smoothstep(0.0, 1.0, angle));
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}
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}
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void main() {
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if (tx_coord.x < param.OS_CROP_LEFT) {
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if (param.EXTEND_H < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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const vec3 left = textureLod(Left, vec2(0.5), BIG_NUMBER).rgb;
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if (tx_coord.y < param.OS_CROP_TOP) {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Top left corner
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const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb;
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const vec2 content_corner =
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i2o(vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP));
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const vec2 viewport_corner = vec2(0.0, 0.0);
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FragColor =
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vec4(blend_corner(left, top,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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vTexCoord, content_corner,
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viewport_corner - content_corner),
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1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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} else if (tx_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Left bar
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FragColor = vec4(pow(left, vec3(param.FILL_GAMMA)), 1.0);
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} else {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Bottom left corner
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const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb;
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const vec2 content_corner = i2o(vec2(
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param.OS_CROP_LEFT, param.InputSize.y - param.OS_CROP_BOTTOM));
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const vec2 viewport_corner = vec2(0.0, 1.0);
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FragColor =
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vec4(blend_corner(left, bottom,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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vTexCoord, content_corner,
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viewport_corner - content_corner),
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1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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}
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} else if (tx_coord.x < param.InputSize.x - param.OS_CROP_RIGHT) {
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if (tx_coord.y < param.OS_CROP_TOP) {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Top bar
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FragColor = vec4(textureLod(Top, vec2(0.5), BIG_NUMBER).rgb, 1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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} else if (tx_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Uncropped
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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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} else {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Bottom bar
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FragColor =
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vec4(textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb, 1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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}
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} else {
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if (param.EXTEND_H < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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const vec3 right = textureLod(Right, vec2(0.5), BIG_NUMBER).rgb;
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if (tx_coord.y < param.OS_CROP_TOP) {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Top right corner
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const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb;
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const vec2 content_corner = i2o(vec2(
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param.InputSize.x - param.OS_CROP_RIGHT, param.OS_CROP_TOP));
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const vec2 viewport_corner = vec2(1.0, 0.0);
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FragColor =
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vec4(blend_corner(right, top,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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vTexCoord, content_corner,
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viewport_corner - content_corner),
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1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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} else if (tx_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
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// Right bar
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FragColor = vec4(pow(right, vec3(param.FILL_GAMMA)), 1.0);
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} else {
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if (param.EXTEND_V < 0.5) {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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return;
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}
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// Bottom right corner
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const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb;
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const vec2 content_corner =
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i2o(vec2(param.InputSize.x - param.OS_CROP_RIGHT,
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param.InputSize.y - param.OS_CROP_BOTTOM));
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const vec2 viewport_corner = vec2(1.0, 1.0);
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FragColor =
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vec4(blend_corner(right, bottom,
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param.InputSize.y - param.OS_CROP_TOP -
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param.OS_CROP_BOTTOM,
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param.InputSize.x - param.OS_CROP_LEFT -
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param.OS_CROP_RIGHT,
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vTexCoord, content_corner,
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viewport_corner - content_corner),
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1.0);
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FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
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}
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}
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}
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