183 lines
4.6 KiB
GLSL
183 lines
4.6 KiB
GLSL
// Set aspect ratio to 'stretch'
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// Integer Scaling shader by One_More_Try / TryTwo
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// Uses Sharp Bilinear from
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// https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang
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// by Themaister, Public Domain license
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/*
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[configuration]
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[OptionBool]
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GUIName = Please set aspect ratio to stretch
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OptionName = ASPECT_MSG
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DefaultValue = false
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[OptionBool]
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GUIName = Use non-integer width
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OptionName = WIDTH_UNLOCK
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DefaultValue = false
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[OptionBool]
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GUIName = Stretch width to window
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OptionName = WIDTH_SKIP
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DependentOption = WIDTH_UNLOCK
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DefaultValue = false
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[OptionBool]
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GUIName = Scale width to fit 4:3
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OptionName = WIDTH_43
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DependentOption = WIDTH_UNLOCK
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DefaultValue = false
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[OptionBool]
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GUIName = Scale width to fit 16:9
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OptionName = WIDTH_169
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DependentOption = WIDTH_UNLOCK
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DefaultValue = false
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[OptionBool]
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GUIName = Apply sharp bilinear for custom widths
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OptionName = SHARP_BILINEAR
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DefaultValue = false
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[OptionRangeFloat]
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GUIName = Sharp bilinear factor (0 = auto)
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OptionName = SHARP_PRESCALE
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MinValue = 0.0
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MaxValue = 16.0
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StepAmount = 1.0
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DefaultValue = 0.0
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[OptionBool]
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GUIName = Manual scale - Set IR first
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OptionName = MANUALSCALE
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DefaultValue = false
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[OptionRangeFloat]
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GUIName = Integer scale - No higher than IR
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OptionName = INTEGER_SCALE
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DependentOption = MANUALSCALE
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MaxValue = 5.0
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MinValue = 1.0
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DefaultValue = 1.0
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StepAmount = 1.0
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[OptionRangeFloat]
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GUIName = Scale width
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OptionName = WIDTH_SCALE
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DependentOption = MANUALSCALE
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MaxValue = 5.0
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MinValue = -2.0
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DefaultValue = 0.0
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StepAmount = 1.0
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[OptionBool]
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GUIName = Auto downscaling
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OptionName = DOWNSCALE
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DefaultValue = false
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[/configuration]
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*/
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void main()
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{
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float4 c0 = float4(0.0, 0.0, 0.0, 0.0);
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float2 scale = float2(1.0, 1.0);
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float2 xfb_res = GetResolution();
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float2 win_res = GetWindowResolution();
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float2 coords = GetCoordinates();
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// ratio is used to rescale the coords to the xfb size, which allows for integer scaling.
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// ratio can then be multiplied by an integer to upscale/downscale, but upscale isn't supported by
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// point-sampling.
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float2 ratio = win_res / xfb_res;
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if (OptionEnabled(WIDTH_UNLOCK))
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{
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if (OptionEnabled(WIDTH_SKIP))
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ratio.x = 1.0;
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else if (OptionEnabled(WIDTH_43))
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ratio.x = win_res.x / (xfb_res.y * 4 / 3);
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else if (OptionEnabled(WIDTH_169))
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ratio.x = win_res.x / (xfb_res.y * 16 / 9);
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}
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if (OptionEnabled(MANUALSCALE))
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{
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// There's no IR variable, so this guesses the IR, but may be off for some games.
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float calc_ir = ceil(xfb_res.y / 500);
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scale.y = calc_ir / GetOption(INTEGER_SCALE);
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float manual_width = GetOption(WIDTH_SCALE);
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if (manual_width < 0.0)
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scale.x = scale.y * (abs(manual_width) + 1);
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else
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scale.x = scale.y / (manual_width + 1);
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ratio = ratio * scale;
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}
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else if (OptionEnabled(DOWNSCALE) && (ratio.x < 1 || ratio.y < 1))
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{
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scale.x = ceil(max(1.0 / ratio.y, 1.0 / ratio.x));
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scale.y = scale.x;
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ratio = ratio * scale;
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}
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// y and x are used to determine black bars vs drawable space.
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float y = win_res.y - xfb_res.y / scale.y;
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float y_top = (y / 2.0) * GetInvWindowResolution().y;
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float y_bottom = (win_res.y - y / 2.0) * GetInvWindowResolution().y;
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float yloc = (coords.y - y_top) * ratio.y;
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float x = win_res.x - xfb_res.x / scale.x;
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if (OptionEnabled(WIDTH_UNLOCK))
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{
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if (OptionEnabled(WIDTH_SKIP))
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x = 0.0;
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else if (OptionEnabled(WIDTH_43))
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x = win_res.x - xfb_res.y / scale.y * 4 / 3;
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else if (OptionEnabled(WIDTH_169))
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x = win_res.x - xfb_res.y / scale.y * 16 / 9;
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}
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float x_left = (x / 2.0) * GetInvWindowResolution().x;
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float x_right = (win_res.x - x / 2.0) * GetInvWindowResolution().x;
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float xloc = (coords.x - x_left) * ratio.x;
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if (OptionEnabled(SHARP_BILINEAR) &&
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(OptionEnabled(WIDTH_SKIP) || OptionEnabled(WIDTH_43) || OptionEnabled(WIDTH_169) ||
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(OptionEnabled(MANUALSCALE) && GetOption(WIDTH_SCALE) != 0.0)))
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{
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float texel = xloc * xfb_res.x;
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float texel_floored = floor(texel);
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float s = frac(texel);
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float scale_sharp = GetOption(SHARP_PRESCALE);
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if (scale_sharp == 0)
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{
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if (OptionEnabled(WIDTH_43))
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scale_sharp = (4 / 3 * xfb_res.y / xfb_res.x);
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else if (OptionEnabled(WIDTH_169))
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scale_sharp = (16 / 9 * xfb_res.y / xfb_res.x);
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else
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scale_sharp = ceil(win_res.x / xfb_res.x);
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}
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float region_range = 0.5 - 0.5 / scale_sharp;
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float center_dist = s - 0.5;
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float f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale_sharp + 0.5;
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float mod_texel = texel_floored + f;
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xloc = mod_texel / xfb_res.x;
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}
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if (coords.x >= x_left && x_right >= coords.x && coords.y >= y_top && y_bottom >= coords.y)
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{
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float2 sample_loc = float2(xloc, yloc);
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c0 = SampleLocation(sample_loc);
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}
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SetOutput(c0);
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}
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