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217 lines
9.2 KiB
GLSL
217 lines
9.2 KiB
GLSL
#version 420 core
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#include <globals.glsl>
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#include <constants.glsl>
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layout(location = 0) in vec2 f_uv;
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layout(location = 1) in vec4 f_color;
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layout(location = 2) flat in vec2 f_scale;
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layout(location = 3) flat in uint f_mode;
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layout (std140, set = 1, binding = 0)
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uniform u_locals {
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vec4 w_pos;
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};
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// TODO: swap with u_locals because that may change more frequently?
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layout(set = 2, binding = 0)
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uniform texture2D t_tex;
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layout(set = 2, binding = 1)
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uniform sampler s_tex;
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layout (std140, set = 2, binding = 2)
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uniform tex_locals {
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uvec2 texture_size;
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};
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layout(location = 0) out vec4 tgt_color;
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// Adjusts the provided uv value to account for coverage of pixels from the
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// sampled texture by the current fragment when upscaling.
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//
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// * `pos` - Position in the sampled texture in pixel coordinates. This is
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// where the center of the current fragment lies on the sampled texture.
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// * `scale` - Scaling of pixels from the sampled texture to the render target.
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// This is the amount of fragments that each pixel from the sampled texture
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// covers.
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float upscale_adjust(float pos, float scale) {
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// To retain crisp borders of upscaled pixel art, images are upscaled
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// following the algorithm outlined here:
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//
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// https://csantosbh.wordpress.com/2014/01/25/manual-texture-filtering-for-pixelated-games-in-webgl/
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//
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// `min(x * scale, 0.5) + max((x - 1.0) * scale, 0.0)`
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//
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float frac = fract(pos);
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// Right of nearest pixel in the sampled texture.
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float base = floor(pos);
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// This will be 0.5 when the current fragment lies entirely inside a pixel
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// in the sampled texture.
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float adjustment = min(frac * scale, 0.5) + max((frac - 1.0) * scale + 0.5, 0.0);
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return base + adjustment;
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}
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// Computes info needed for downscaling using two samples in a single
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// dimension. This info includes the two position to sample at (called
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// `offsets` even though they aren't actually offsets from the supplied
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// position) and the `weights` to multiply each of those samples by before
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// combining them.
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//
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// See `upscale_adjust` for semantics of `pos` and `scale` parameters.
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//
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// Ouput via `weights` and `offsets` parameters.
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void downscale_params(float pos, float scale, out vec2 weights, out vec2 offsets) {
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// For `scale` 0.33333..1.0 we round to the nearest pixel edge and split
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// there. We compute the length of each side. Then the sampling point is
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// computed as this distance from the split point via this formula where
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// `l` is the length of that side of split:
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//
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// `1.5 - (1.0 / max(l, 1.0))`
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//
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// For `scale` ..0.3333 the current fragment can potentially span more than
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// 4 pixels (within a single dimension) in the sampled texture. So we can't
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// perfectly compute the contribution of each covered pixel in the sampled
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// texture with only 2 samples (along each dimension). Thus, we fallback to
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// an imperfect technique of just sampling a 1 pixel length from the center
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// on each side of the nearest pixel edge. An alternative might be to
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// pre-compute mipmap levels that could be sampled from, although this
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// could interact poorly with the atlas.
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if (scale > (1.0 / 3.0)) {
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// Width of the fragment in terms of pixels in the sampled texture.
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float width = 1.0 / scale;
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// Right side of the fragment in the sampled texture.
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float right = pos - width / 2.0;
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float split = round(pos);
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float right_len = split - right;
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float left_len = width - right_len;
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float right_sample_offset = 1.5 - (1.0 / max(right_len, 1.0));
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float left_sample_offset = 1.5 - (1.0 / max(left_len, 1.0));
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offsets = vec2(split) + vec2(-right_sample_offset, left_sample_offset);
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weights = vec2(right_len, left_len) / width;
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} else {
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offsets = round(pos) + vec2(-1.0, 1.0);
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// We split in the middle so weights for both sides are the same.
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weights = vec2(0.5);
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}
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}
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// 1 sample
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vec4 upscale_xy(vec2 uv_pixel, vec2 scale) {
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// When slowly panning something (e.g. the map), a very small amount of
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// wobbling is still observable (not as much as nearest sampling). It
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// is possible to eliminate this by making the edges slightly blurry by
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// lowering the scale a bit here. However, this does make edges little
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// less crisp and can cause bleeding in from other images packed into
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// the atlas in the current setup.
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vec2 adjusted = vec2(upscale_adjust(uv_pixel.x, scale.x), upscale_adjust(uv_pixel.y, scale.y));
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// Convert back to 0.0..1.0 by dividing by texture size.
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vec2 uv = adjusted / texture_size;
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return textureLod(sampler2D(t_tex, s_tex), uv, 0);
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}
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// 2 samples
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vec4 upscale_x_downscale_y(vec2 uv_pixel, vec2 scale) {
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float x_adjusted = upscale_adjust(uv_pixel.x, scale.x);
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vec2 weights, offsets;
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downscale_params(uv_pixel.y, scale.y, weights, offsets);
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vec2 uv0 = vec2(x_adjusted, offsets[0]) / texture_size;
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vec2 uv1 = vec2(x_adjusted, offsets[1]) / texture_size;
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vec4 s0 = textureLod(sampler2D(t_tex, s_tex), uv0, 0);
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vec4 s1 = textureLod(sampler2D(t_tex, s_tex), uv1, 0);
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return s0 * weights[0] + s1 * weights[1];
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}
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// 2 samples
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vec4 downscale_x_upscale_y(vec2 uv_pixel, vec2 scale) {
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float y_adjusted = upscale_adjust(uv_pixel.y, scale.y);
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vec2 weights, offsets;
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downscale_params(uv_pixel.x, scale.x, weights, offsets);
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vec2 uv0 = vec2(offsets[0], y_adjusted) / texture_size;
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vec2 uv1 = vec2(offsets[1], y_adjusted) / texture_size;
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vec4 s0 = textureLod(sampler2D(t_tex, s_tex), uv0, 0);
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vec4 s1 = textureLod(sampler2D(t_tex, s_tex), uv1, 0);
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return s0 * weights[0] + s1 * weights[1];
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}
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// 4 samples
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vec4 downscale_xy(vec2 uv_pixel, vec2 scale) {
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vec2 weights_x, offsets_x, weights_y, offsets_y;
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downscale_params(uv_pixel.x, scale.x, weights_x, offsets_x);
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downscale_params(uv_pixel.y, scale.y, weights_y, offsets_y);
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vec2 uv0 = vec2(offsets_x[0], offsets_y[0]) / texture_size;
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vec2 uv1 = vec2(offsets_x[1], offsets_y[0]) / texture_size;
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vec2 uv2 = vec2(offsets_x[0], offsets_y[1]) / texture_size;
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vec2 uv3 = vec2(offsets_x[1], offsets_y[1]) / texture_size;
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vec4 s0 = textureLod(sampler2D(t_tex, s_tex), uv0, 0);
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vec4 s1 = textureLod(sampler2D(t_tex, s_tex), uv1, 0);
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vec4 s2 = textureLod(sampler2D(t_tex, s_tex), uv2, 0);
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vec4 s3 = textureLod(sampler2D(t_tex, s_tex), uv3, 0);
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vec4 s01 = s0 * weights_x[0] + s1 * weights_x[1];
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vec4 s23 = s2 * weights_x[0] + s3 * weights_x[1];
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// Useful to visualize things below the limit where downscaling is supposed
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// to be perfectly accurate.
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/*if (scale.x < (1.0 / 3.0)) {
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return vec4(1, 0, 0, 1);
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}*/
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return s01 * weights_y[0] + s23 * weights_y[1];
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}
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void main() {
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// Text
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if (f_mode == uint(0)) {
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// NOTE: This now uses linear filter since all `Texture::new_dynamic`
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// was changed to this by default. Glyphs are usually rasterized to be
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// pretty close to the target size (so the filter change may have no
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// effect), but there are thresholds within which the same rasterized
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// glyph will be re-used. I wasn't able to observe any differences.
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vec2 uv = f_uv;
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#ifdef EXPERIMENTAL_UINEARESTSCALING
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uv = (floor(uv * texture_size) + 0.5) / texture_size;
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#endif
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tgt_color = f_color * vec4(1.0, 1.0, 1.0, textureLod(sampler2D(t_tex, s_tex), uv, 0).a);
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// Image
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// HACK: bit 0 is set for both ordinary and north-facing images.
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} else if ((f_mode & uint(1)) == uint(1)) {
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// NOTE: We don't have to account for bleeding over the border of an image
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// due to how the ui currently handles rendering images. Currently, any
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// edges of an image being rendered that don't line up with a pixel are
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// snapped to a pixel, so we will never render any pixels containing an
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// image that lie partly outside that image (and thus the sampling here
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// will never try to sample outside an image). So we don't have to
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// worry about bleeding in the atlas and/or what the border behavior
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// should be.
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// Convert to sampled pixel coordinates.
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vec2 uv_pixel = f_uv * texture_size;
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vec4 image_color;
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#ifdef EXPERIMENTAL_UINEARESTSCALING
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vec2 uv = (floor(uv_pixel) + 0.5) / texture_size;
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image_color = textureLod(sampler2D(t_tex, s_tex), uv, 0);
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#else
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if (f_scale.x >= 1.0) {
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if (f_scale.y >= 1.0) {
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image_color = upscale_xy(uv_pixel, f_scale);
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} else {
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image_color = upscale_x_downscale_y(uv_pixel, f_scale);
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}
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} else {
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if (f_scale.y >= 1.0) {
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image_color = downscale_x_upscale_y(uv_pixel, f_scale);
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} else {
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image_color = downscale_xy(uv_pixel, f_scale);
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}
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}
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#endif
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// un-premultiply alpha (linear filtering above requires alpha to be
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// pre-multiplied)
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if (image_color.a > 0.001) {
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image_color.rgb /= image_color.a;
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}
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tgt_color = f_color * image_color;
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// 2D Geometry
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} else if (f_mode == uint(2)) {
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tgt_color = f_color;
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}
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}
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