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https://gitlab.com/skysthelimit.dev/selenite.git
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123 lines
3.2 KiB
GLSL
123 lines
3.2 KiB
GLSL
/*
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* sharp-bilinear
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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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// Parameter lines go here:
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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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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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// vertex compatibility #defines
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// fragment compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float SHARP_BILINEAR_PRE_SCALE;
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uniform COMPAT_PRECISION float AUTO_PRESCALE;
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#else
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#define SHARP_BILINEAR_PRE_SCALE 4.0
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#define AUTO_PRESCALE 1.0
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#endif
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void main()
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{
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vec2 texel = vTexCoord * 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 = (AUTO_PRESCALE > 0.5) ? floor(outsize.y / InputSize.y + 0.01) : 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(COMPAT_TEXTURE(Source, mod_texel / SourceSize.xy).rgb, 1.0);
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}
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#endif
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