slang-shaders/pixel-art-scaling/shaders/pixel_aa/pixel_aa.slang
fishcu e366c7524c
Correctly account for screen rotation in several shaders (#478)
* Refactor scaling into include library

Add separate H and V integer scale forcing

Fix blur_fill; average fill still TODO

Clean up and fix blur_fill; Initial docs; Avg fill TODO

Mostly fix avg. fill; sampling TODO; Bump versions, add docs

Fix H/V extension; Tweak default params

Fix avg. fill

Remove defines, create functions

Reorder params

Clean up

Fix pixel_aa subpx sampling with rotation

* Minor docs fix
2023-09-10 09:15:41 -05:00

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#version 450
/*
Pixel AA v1.3 by fishku
Copyright (C) 2023
Public domain license (CC0)
Features:
- Sharp upscaling with anti-aliasing
- Subpixel upscaling
- Sharpness can be controlled
- Gamma correct blending
- Integer scales result in pixel-perfect scaling
- Can use bilinear filtering for max. performance
Inspired by:
https://www.shadertoy.com/view/MlB3D3
by d7samurai
and:
https://www.youtube.com/watch?v=d6tp43wZqps
by t3ssel8r
With sharpness = 1.0, using the same gamma-correct blending, and disabling
subpixel anti-aliasing, results are identical to the "pixellate" shader.
Changelog:
v1.3: Account for screen rotation in subpixel sampling.
v1.2: Optimize and simplify algorithm. Enable sharpness < 1.0. Fix subpixel
sampling bug.
v1.1: Better subpixel sampling.
v1.0: Initial release.
*/
#include "parameters.slang"
#include "shared.slang"
layout(push_constant) uniform Push {
vec4 SourceSize;
vec4 OutputSize;
uint Rotation;
float PIX_AA_SHARP;
float PIX_AA_GAMMA;
float PIX_AA_SUBPX;
float PIX_AA_SUBPX_BGR;
}
param;
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 tx_coord;
layout(location = 1) out vec2 tx_per_px;
layout(location = 2) out vec2 tx_to_uv;
void main() {
gl_Position = global.MVP * Position;
tx_coord = TexCoord * param.SourceSize.xy;
tx_per_px = param.SourceSize.xy * param.OutputSize.zw;
tx_to_uv = param.SourceSize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 tx_coord;
layout(location = 1) in vec2 tx_per_px;
layout(location = 2) in vec2 tx_to_uv;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main() {
FragColor =
pixel_aa(Source, tx_per_px, tx_to_uv, tx_coord, param.PIX_AA_SHARP,
param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SUBPX > 0.5,
param.PIX_AA_SUBPX_BGR > 0.5, param.Rotation);
}