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@@ -0,0 +1,107 @@
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+#version 460 core
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+
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+layout(location = 0) in vec2 frag_tex_coord;
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+layout(location = 0) out vec4 color;
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+layout(binding = 0) uniform sampler2D color_texture;
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+
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+#ifdef VULKAN
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+
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+struct ScreenRectVertex {
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+ vec2 position;
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+ vec2 tex_coord;
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+};
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+layout (push_constant) uniform PushConstants {
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+ mat4 modelview_matrix;
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+ ScreenRectVertex vertices[4];
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+};
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+
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+#else // OpenGL
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+
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+layout(location = 1) uniform uvec2 screen_size;
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+
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+#endif
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+
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+/***** Area Sampling *****/
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+
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+// By Sam Belliveau and Filippo Tarpini. Public Domain license.
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+// Effectively a more accurate sharp bilinear filter when upscaling,
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+// that also works as a mathematically perfect downscale filter.
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+// https://entropymine.com/imageworsener/pixelmixing/
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+// https://github.com/obsproject/obs-studio/pull/1715
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+// https://legacy.imagemagick.org/Usage/filter/
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+vec4 AreaSampling(sampler2D textureSampler, vec2 texCoords, vec2 source_size, vec2 target_size) {
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+ // Determine the sizes of the source and target images.
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+ vec2 inverted_target_size = vec2(1.0) / target_size;
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+
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+ // Determine the range of the source image that the target pixel will cover.
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+ vec2 range = source_size * inverted_target_size;
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+ vec2 beg = (texCoords.xy * source_size) - (range * 0.5);
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+ vec2 end = beg + range;
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+
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+ // Compute the top-left and bottom-right corners of the pixel box.
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+ ivec2 f_beg = ivec2(floor(beg));
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+ ivec2 f_end = ivec2(floor(end));
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+
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+ // Compute how much of the start and end pixels are covered horizontally & vertically.
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+ float area_w = 1.0 - fract(beg.x);
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+ float area_n = 1.0 - fract(beg.y);
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+ float area_e = fract(end.x);
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+ float area_s = fract(end.y);
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+
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+ // Compute the areas of the corner pixels in the pixel box.
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+ float area_nw = area_n * area_w;
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+ float area_ne = area_n * area_e;
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+ float area_sw = area_s * area_w;
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+ float area_se = area_s * area_e;
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+
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+ // Initialize the color accumulator.
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+ vec4 avg_color = vec4(0.0, 0.0, 0.0, 0.0);
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+
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+ // Accumulate corner pixels.
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+ avg_color += area_nw * texelFetch(textureSampler, ivec2(f_beg.x, f_beg.y), 0);
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+ avg_color += area_ne * texelFetch(textureSampler, ivec2(f_end.x, f_beg.y), 0);
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+ avg_color += area_sw * texelFetch(textureSampler, ivec2(f_beg.x, f_end.y), 0);
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+ avg_color += area_se * texelFetch(textureSampler, ivec2(f_end.x, f_end.y), 0);
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+
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+ // Determine the size of the pixel box.
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+ int x_range = int(f_end.x - f_beg.x - 0.5);
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+ int y_range = int(f_end.y - f_beg.y - 0.5);
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+
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+ // Accumulate top and bottom edge pixels.
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+ for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) {
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+ avg_color += area_n * texelFetch(textureSampler, ivec2(x, f_beg.y), 0);
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+ avg_color += area_s * texelFetch(textureSampler, ivec2(x, f_end.y), 0);
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+ }
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+
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+ // Accumulate left and right edge pixels and all the pixels in between.
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+ for (int y = f_beg.y + 1; y <= f_beg.y + y_range; ++y) {
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+ avg_color += area_w * texelFetch(textureSampler, ivec2(f_beg.x, y), 0);
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+ avg_color += area_e * texelFetch(textureSampler, ivec2(f_end.x, y), 0);
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+
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+ for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) {
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+ avg_color += texelFetch(textureSampler, ivec2(x, y), 0);
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+ }
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+ }
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+
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+ // Compute the area of the pixel box that was sampled.
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+ float area_corners = area_nw + area_ne + area_sw + area_se;
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+ float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
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+ float area_center = float(x_range) * float(y_range);
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+
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+ // Return the normalized average color.
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+ return avg_color / (area_corners + area_edges + area_center);
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+}
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+
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+void main() {
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+ vec2 source_image_size = textureSize(color_texture, 0);
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+ vec2 window_size;
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+
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+ #ifdef VULKAN
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+ window_size.x = vertices[1].position.x - vertices[0].position.x;
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+ window_size.y = vertices[2].position.y - vertices[0].position.y;
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+ #else // OpenGL
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+ window_size = screen_size;
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+ #endif
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+
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+ color = AreaSampling(color_texture, frag_tex_coord, source_image_size, window_size);
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+}
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