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Add uniform-nearest shader
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Features:
-produces nearest neighbor look with fractional scales.
-uses texture AA shader code.
-uses hotizontal subpixel scaling.
-due to different pixel sizes, moving sprites change dimension if nearest neighbor is used with fractional scaling. This looks unsteady. This shader uniforms pixel dimensions. Output looks much quieter.

https://forums.libretro.com/t/uniform-nearest-interpolation-shader/41492
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gizmo98 committed May 1, 2023
1 parent 70a3562 commit b8708b8
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168 changes: 168 additions & 0 deletions interpolation/shaders/uniform-nearest.glsl
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/*
* gizmo98 uniform-nearest shader
* Copyright (C) 2023 gizmo98
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* version 0.1, 28.04.2023
* ---------------------------------------------------------------------------------------
* - initial commit
*
* https://github.com/gizmo98/gizmo-crt-shader
*
* This shader texture AA shader code and subpixel scaling to produce a nearest neighbor
* look with even placed pixels. If nearest neighbor is applied to fractional scaled output
* pixels look uneven and moving sprites change dimension which looks ugly.
*
* BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch
*
* uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX
*/

#pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0

#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float BGR_LCD_PATTERN;
#else
#define BGR_LCD_PATTERN 0.0
#endif

void main()
{
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
TEX0.xy = TexCoord.xy;
}

#elif defined(FRAGMENT)

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float BGR_LCD_PATTERN;
#endif

float Y(in float X)
{
return 4.0 * (-X * X + X);
}


vec2 saturateA(in vec2 x)
{
return clamp(x, 0.0, 1.0);
}

vec2 magnify(in vec2 uv, in vec2 res)
{
uv *= res;
return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
}
vec4 textureAA(in vec2 uv){
uv = magnify(uv,TextureSize.xy);
uv = uv*TextureSize.xy + 0.5;

COMPAT_PRECISION vec2 iuv = floor(uv);
COMPAT_PRECISION vec2 fuv = uv - iuv;

uv = vec2(uv + vec2(-0.5,-0.5)) / TextureSize.xy;
return COMPAT_TEXTURE( Texture, uv );
}

vec4 textureSubSample(in vec2 uvr, in vec2 uvg, in vec2 uvb ){
return vec4(textureAA(uvr).r,textureAA(uvg).g, textureAA(uvb).b, 255);
}

vec3 XCoords(in float coord, in float factor){
COMPAT_PRECISION float iGlobalTime = float(FrameCount)*0.025;
COMPAT_PRECISION float spread = 0.333;
COMPAT_PRECISION vec3 coords = vec3(coord);
if(BGR_LCD_PATTERN == 1.0)
coords.r += spread * 2.0;
else
coords.b += spread * 2.0;
coords.g += spread;
coords *= factor;
return coords;
}

float YCoord(in float coord, in float factor){
return coord * factor;
}

void main()
{
vec2 texcoord = TEX0.xy;

COMPAT_PRECISION vec2 fragCoord = texcoord.xy * OutputSize.xy;
COMPAT_PRECISION vec2 factor = TextureSize.xy / OutputSize.xy ;
COMPAT_PRECISION float yCoord = YCoord(fragCoord.y, factor.y) ;
COMPAT_PRECISION vec3 xCoords = XCoords(fragCoord.x, factor.x);

COMPAT_PRECISION vec2 coord_r = vec2(xCoords.r, yCoord) / TextureSize.xy;
COMPAT_PRECISION vec2 coord_g = vec2(xCoords.g, yCoord) / TextureSize.xy;
COMPAT_PRECISION vec2 coord_b = vec2(xCoords.b, yCoord) / TextureSize.xy;

FragColor = textureSubSample(coord_r,coord_g,coord_b);
}
#endif
8 changes: 8 additions & 0 deletions interpolation/uniform-nearest.glslp
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shaders = "1"
shader0 = "shaders/uniform-nearest.glsl"
filter_linear0 = "true"
scale_type0 = viewport

parameters = "BGR_LCD_PATTERN"
BGR_LCD_PATTERN = "0.0"

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