This commit is contained in:
2025-04-29 13:39:02 -05:00
commit 9cbb583982
2257 changed files with 77258 additions and 0 deletions

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{
"maximumprojectid" : "9223372036854775807",
"frag" : "pixelate.frag",
"vert" : "pixelate.vert"
}

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// [COMBO] {"material":"ui_editor_properties_point_filter","combo":"POINTFILTER","type":"options","default":1}
// [COMBO] {"material":"ui_editor_properties_multiply","combo":"MULTIPLY","type":"options","default":1}
uniform vec4 g_Texture0Resolution;
uniform vec2 g_TexelSize;
// The coordinates of the current pixel within the space spanning (0, 0) to (new x, new y).
varying vec2 v_PixelCoord;
// x and y are the width and height of a 'new' pixel in 0 to 1 coordinate space. z and w are the same for an old pixel
varying vec4 v_PixelSize;
uniform sampler2D g_Texture0; // {"material":"framebuffer","label":"ui_editor_properties_framebuffer","hidden":true}
#ifdef HLSL
#define fract frac
#endif
void main() {
#if POINTFILTER
// Sample the nearest 'old' pixel
vec2 texCoord00 = round(v_PixelCoord) * v_PixelSize.xy;
texCoord00 = round(texCoord00 * g_Texture0Resolution.xy) * v_PixelSize.zw + v_PixelSize.zw * 0.5;
vec4 finalColor = texSample2D(g_Texture0, texCoord00);
#else
// Bilinear Filtering
vec2 texCoord00 = floor(v_PixelCoord) * v_PixelSize.xy; // Top-left
vec2 texCoord01 = texCoord00 + vec2(0.0, v_PixelSize.y); // Bottom-left
vec2 texCoord10 = texCoord00 + vec2(v_PixelSize.x, 0.0); // Top-right
vec2 texCoord11 = texCoord00 + vec2(v_PixelSize.x, v_PixelSize.y); // Bottom-right
vec2 lerp = fract(v_PixelCoord);
// Sample each corner pixel, weighted by how close this subpixel is to them.
vec4 finalColor = texSample2D(g_Texture0, texCoord00) * (1.0 - lerp.x) * (1.0 - lerp.y) +
texSample2D(g_Texture0, texCoord01) * (1.0 - lerp.x) * lerp.y +
texSample2D(g_Texture0, texCoord10) * lerp.x * (1.0 - lerp.y) +
texSample2D(g_Texture0, texCoord11) * lerp.x * lerp.y;
#endif
gl_FragColor = finalColor;
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture0Resolution;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
// The coordinates of the current pixel within the space spanning (0, 0) to (new x, new y).
varying vec2 v_PixelCoord;
// x and y are the width and height of a 'new' pixel in 0 to 1 coordinate space. z and w are the same for an old pixel
varying vec4 v_PixelSize;
uniform float u_ResolutionScale; // {"material":"resolution_scale","label":"Resolution Scale","default":0.125,"range":[0.01, 1.0]}
uniform vec2 u_NewResolution; // {"material":"new_resolution","label":"New Resolution","default":"960 540"}
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
#if MULTIPLY
v_PixelCoord = a_TexCoord * g_Texture0Resolution.xy * u_ResolutionScale;
v_PixelSize.xy = 1.0 / (g_Texture0Resolution.xy * u_ResolutionScale);
#else
v_PixelCoord = a_TexCoord * u_NewResolution;
v_PixelSize.xy = 1.0 / (u_NewResolution);
#endif
v_PixelSize.zw = 1.0 / g_Texture0Resolution.xy;
}