// Based on https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang // by Themaister, Public Domain license // Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, // giving a sharper image than plain bilinear. /* [configuration] [OptionRangeFloat] GUIName = Prescale Factor (set to 0 for automatic) OptionName = PRESCALE_FACTOR MinValue = 0.0 MaxValue = 16.0 StepAmount = 1.0 DefaultValue = 0.0 [/configuration] */ float CalculatePrescale(float config_scale) { if (config_scale == 0.0) { float2 source_size = GetResolution(); float2 window_size = GetWindowResolution(); return ceil(max(window_size.x / source_size.x, window_size.y / source_size.y)); } else { return config_scale; } } void main() { float2 source_size = GetResolution(); float2 texel = GetCoordinates() * source_size; float2 texel_floored = floor(texel); float2 s = fract(texel); float config_scale = GetOption(PRESCALE_FACTOR); float scale = CalculatePrescale(config_scale); float region_range = 0.5 - 0.5 / scale; // Figure out where in the texel to sample to get correct pre-scaled bilinear. // Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. float2 center_dist = s - 0.5; float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; float2 mod_texel = texel_floored + f; SetOutput(SampleLocation(mod_texel / source_size)); }