105 lines
2.8 KiB
Plaintext
105 lines
2.8 KiB
Plaintext
group_uniforms Quantization;
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/**Pixel resolution scale (0 is bypass)*/
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uniform int quantize_size : hint_range(0,100) = 1;
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/**Pixels are snapped based on world coordinates vs local coordinates.*/
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uniform bool snap_to_world;
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/**Auto-scales the quantize size when zoom is < 1, preventing subpixel artifacts*/
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uniform bool limit_subpixels = true;
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group_uniforms;
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varying mat4 v_model_matrix;
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varying mat4 v_alt_matrix;
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varying vec2 v_vertex;
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varying flat int v_quant_size;
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varying flat vec4 v_texture_data;
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const float EPSILON = 0.0001;
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int getQuantizeSize(float in_zoom) {
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int q_size = quantize_size;
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if (limit_subpixels && in_zoom < 1.) {
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q_size = int(round(float(quantize_size) * (1. / in_zoom)));
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}
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return q_size;
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}
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vec2 _snap(vec2 in_uv, float in_q_size) {
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return (floor(in_uv / in_q_size) + 0.5) * in_q_size;
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}
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vec4 getQuantizeScreenUV(vec2 in_screen_uv) {
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vec4 result;
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if (v_quant_size == 0) {
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result.xy = in_screen_uv;
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result.zw = (v_model_matrix * vec4(v_vertex, 0, 1)).xy;
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return result;
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}
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if (snap_to_world) {
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vec2 uv = (v_model_matrix * vec4(v_vertex, 0, 1)).xy;
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result.zw = uv + EPSILON;
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uv = _snap(uv, float(v_quant_size));
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uv = (v_alt_matrix * vec4(uv, 0,1)).xy;
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uv = uv * 0.5 + 0.5;
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result.xy = uv;
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return result;
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} else {
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vec2 origin_uv = v_texture_data.xy;
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vec2 quant_pixel_size = v_texture_data.zw;
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vec2 uv = in_screen_uv - origin_uv;
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uv = (floor(uv / quant_pixel_size) + 0.5) * quant_pixel_size;
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uv = uv + origin_uv;
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vec2 clipXY = uv * 2.0 - 1.;
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vec2 world_pos = (v_alt_matrix * vec4(clipXY, 0.0, 1.0)).xy;
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result.zw = world_pos + EPSILON;
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result.xy = uv;
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return result;
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}
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}
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vec4 getQuantizeTextureUV(vec2 in_uv) {
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vec4 result;
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vec2 texture_size = v_texture_data.xy;
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vec2 flip = v_texture_data.zw;
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if (v_quant_size == 0) {
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result.xy = in_uv;
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result.zw = (v_model_matrix * vec4(in_uv * texture_size, 0, 1)).xy;
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return result;
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}
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vec2 offset;
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float q = float(v_quant_size);
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vec2 uv = in_uv;
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uv = mix(uv, 1.0 - uv, flip);
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if (snap_to_world) {
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vec2 inv_texture_size = 1. / texture_size;
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offset = v_vertex * inv_texture_size;
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offset = uv - offset;
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uv -= offset;
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uv *= texture_size;
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uv = (v_model_matrix * vec4(uv, 0, 1)).xy;
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result.zw = uv;
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uv = _snap(uv, q);
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uv = (v_alt_matrix * vec4(uv, 0, 1)).xy;
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uv *= inv_texture_size;
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uv = offset + uv;
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} else {
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uv *= texture_size;
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result.zw = uv;
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uv = _snap(uv, q);
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uv /= texture_size;
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}
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uv = mix(uv, 1.0 - uv, flip);
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result.xy = uv + EPSILON;
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return result;
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}
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