mirror of
https://github.com/italicsjenga/slang-shaders.git
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e366c7524c
* 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
78 lines
2.1 KiB
Plaintext
78 lines
2.1 KiB
Plaintext
#version 450
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/*
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Pixel AA v1.3 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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v1.3: Account for screen rotation in subpixel sampling.
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v1.2: Optimize and simplify algorithm. Enable sharpness < 1.0. Fix subpixel
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sampling bug.
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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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#include "parameters.slang"
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#include "shared.slang"
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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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uint Rotation;
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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 tx_coord;
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layout(location = 1) out vec2 tx_per_px;
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layout(location = 2) out vec2 tx_to_uv;
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void main() {
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gl_Position = global.MVP * Position;
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tx_coord = TexCoord * param.SourceSize.xy;
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tx_per_px = param.SourceSize.xy * param.OutputSize.zw;
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tx_to_uv = param.SourceSize.zw;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 tx_coord;
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layout(location = 1) in vec2 tx_per_px;
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layout(location = 2) 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 Source;
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void main() {
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FragColor =
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pixel_aa(Source, tx_per_px, tx_to_uv, tx_coord, param.PIX_AA_SHARP,
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param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SUBPX > 0.5,
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param.PIX_AA_SUBPX_BGR > 0.5, param.Rotation);
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}
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