mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
259ff81f4b
* Move initial batch of shaders and presets to smoothing subdirectory * Rename smoothing to edge enhancement * Move cubic and windowed into interpolation * Fix some presets * Fix rest of presets * Rename edge-enhancement to edge-smoothing * Move pixel art scalers into separate directory separate from 'interpolation' * Flatten interpolation/cubic into interpolation/
63 lines
1.7 KiB
Plaintext
63 lines
1.7 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float SHARP_BILINEAR_PRE_SCALE;
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float AUTO_PRESCALE;
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} params;
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#pragma parameter SHARP_BILINEAR_PRE_SCALE "Sharp Bilinear Prescale" 4.0 1.0 10.0 1.0
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#pragma parameter AUTO_PRESCALE "Automatic Prescale" 1.0 0.0 1.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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/*
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* sharp-bilinear.slang
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* Author: Themaister
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* License: Public domain
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*
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* Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, giving a
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* sharper image than plain bilinear.
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*/
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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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 = 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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{
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vec2 texel = vTexCoord * params.SourceSize.xy;
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vec2 texel_floored = floor(texel);
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vec2 s = fract(texel);
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float scale = (params.AUTO_PRESCALE > 0.5) ? floor(params.OutputSize.y / params.SourceSize.y + 0.01) : params.SHARP_BILINEAR_PRE_SCALE;
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float region_range = 0.5 - 0.5 / scale;
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// Figure out where in the texel to sample to get correct pre-scaled bilinear.
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// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
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vec2 center_dist = s - 0.5;
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vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
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vec2 mod_texel = texel_floored + f;
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FragColor = vec4(texture(Source, mod_texel / params.SourceSize.xy).rgb, 1.0);
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}
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