mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
dd7db517ee
* Debug commit; Seems working, before cleanup * Clean up * Bump versions; Add changes to log
112 lines
3.6 KiB
Plaintext
112 lines
3.6 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Blur fill v1.0 by fishku
|
|
Copyright (C) 2023
|
|
Public domain license (CC0)
|
|
|
|
This shader preset allows cropping the image on any side, and filling the
|
|
cropped area with a blurred version of the input image borders.
|
|
This is useful for certain games that do not render a full image to maintain
|
|
the overall aspect ratio and to avoid burn-in.
|
|
|
|
The preset also allows you to extend the original content to a larger
|
|
screen. It's recommended to set the video scaling options as follows:
|
|
- Turn integer scaling OFF
|
|
- Set aspect ratio to FULL
|
|
The shader will then take over and handle the proper scaling and aspect
|
|
ratio of the input.
|
|
|
|
The preset comes in three variants which differ only in the strength of the
|
|
blur.
|
|
Since the blur strength in the dual filter blur depends on the input
|
|
resolution, and because there is currently no mechanism to set resolution
|
|
based on user parameters, the three variants provide different sampling
|
|
resolutions which affect the strength of the blur.
|
|
Additionally to the resolution, a blur radius parameter controls the
|
|
strength of the blur.
|
|
|
|
Changelog:
|
|
v1.2: Fix scaling bugs.
|
|
v1.1: Fix bug with glcore driver.
|
|
v1.0: Initial release.
|
|
*/
|
|
|
|
#include "../../../blurs/shaders/dual_filter/parameters.slang"
|
|
#include "parameters.slang"
|
|
|
|
layout(push_constant) uniform Push {
|
|
vec4 InputSize;
|
|
vec4 TiledSize;
|
|
vec4 FinalViewportSize;
|
|
float OS_CROP_TOP;
|
|
float OS_CROP_BOTTOM;
|
|
float OS_CROP_LEFT;
|
|
float OS_CROP_RIGHT;
|
|
float CENTER_CROP;
|
|
float SAMPLE_SIZE;
|
|
float FORCE_ASPECT_RATIO;
|
|
float ASPECT_H;
|
|
float ASPECT_V;
|
|
float FORCE_INTEGER_SCALING;
|
|
float FILL_GAMMA;
|
|
// From dual filter blur
|
|
float BLUR_RADIUS;
|
|
}
|
|
param;
|
|
|
|
#include "scaling.slang"
|
|
|
|
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 vTexCoord;
|
|
|
|
void main() {
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Input;
|
|
layout(set = 0, binding = 3) uniform sampler2D Tiled;
|
|
layout(set = 0, binding = 4) uniform sampler2D Blurred;
|
|
|
|
void main() {
|
|
const vec2 pixel_coord = o2i(vTexCoord);
|
|
|
|
const vec4 input_extrema = vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP,
|
|
param.InputSize.x - param.OS_CROP_RIGHT,
|
|
param.InputSize.y - param.OS_CROP_BOTTOM);
|
|
if (any(lessThan(pixel_coord, input_extrema.xy)) ||
|
|
any(greaterThanEqual(pixel_coord, input_extrema.zw))) {
|
|
if (param.BLUR_RADIUS > 0.0) {
|
|
// Sample blur.
|
|
FragColor = vec4(
|
|
pow(texture(Blurred, vTexCoord).rgb, vec3(param.FILL_GAMMA)),
|
|
1.0);
|
|
} else {
|
|
// Sample tiled pattern.
|
|
// Do a sharp (nearest neighbor) resampling.
|
|
FragColor =
|
|
vec4(pow(texture(Tiled,
|
|
(floor(vTexCoord * param.TiledSize.xy) + 0.5) *
|
|
param.TiledSize.zw)
|
|
.rgb,
|
|
vec3(param.FILL_GAMMA)),
|
|
1.0);
|
|
}
|
|
} else {
|
|
// Sample original.
|
|
// Do a sharp (nearest neighbor) resampling.
|
|
FragColor = vec4(
|
|
texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw).rgb,
|
|
1.0);
|
|
}
|
|
}
|