Files
SDL3_fork/src/render/gpu/shaders/texture_pixelart.frag.hlsli
Sam Lantinga 3e9e22f17d Added SDL_SCALEMODE_PIXELART
This is based on the algorithm presented by t3ssel8r:
https://www.youtube.com/watch?v=d6tp43wZqps
2025-03-13 09:48:37 -07:00

34 lines
797 B
HLSL

cbuffer Context : register(b0, space3) {
float4 texel_size;
};
Texture2D u_texture : register(t0, space2);
SamplerState u_sampler : register(s0, space2);
struct PSInput {
float4 v_color : COLOR0;
float2 v_uv : TEXCOORD0;
};
struct PSOutput {
float4 o_color : SV_Target;
};
float2 GetPixelArtUV(PSInput input)
{
// box filter size in texel units
float2 boxSize = clamp(fwidth(input.v_uv) * texel_size.zw, 1e-5, 1);
// scale uv by texture size to get texel coordinate
float2 tx = input.v_uv * texel_size.zw - 0.5 * boxSize;
// compute offset for pixel-sized box filter
float2 txOffset = smoothstep(1 - boxSize, 1, frac(tx));
// compute bilinear sample uv coordinates
float2 uv = (floor(tx) + 0.5 + txOffset) * texel_size.xy;
return uv;
}