Determine pixel-to-texel ratio for each sprite individually.

This fixes rendering artifacts when sprites are scaled > 1.
This commit is contained in:
Paul Chote
2024-10-29 21:50:47 +00:00
committed by Gustas
parent 42989c74aa
commit 09063d23da
4 changed files with 16 additions and 13 deletions

View File

@@ -17,7 +17,7 @@ uniform sampler2D ColorShifts;
uniform bool EnableDepthPreview;
uniform vec2 DepthPreviewParams;
uniform float DepthTextureScale;
uniform float AntialiasPixelsPerTexel;
uniform bool EnablePixelArtScaling;
in vec4 vTexCoord;
flat in float vTexPalette;
@@ -158,24 +158,26 @@ void main()
bool isColor = vChannelType == 0u;
vec4 c;
if (AntialiasPixelsPerTexel > 0.0)
if (EnablePixelArtScaling)
{
vec2 textureSize = vec2(Size(vChannelSampler));
vec2 offset = fract(coords.st * textureSize);
vec2 vUv = coords.st * textureSize;
vec2 offset = fract(vUv);
vec2 pixelsPerTexel = vec2(1.0 / dFdx(vUv.x), 1.0 / dFdy(vUv.y));
// Offset the sampling point to simulate bilinear intepolation in window coordinates instead of texture coordinates
// https://csantosbh.wordpress.com/2014/01/25/manual-texture-filtering-for-pixelated-games-in-webgl/
// https://csantosbh.wordpress.com/2014/02/05/automatically-detecting-the-texture-filter-threshold-for-pixelated-magnifications/
// ik is defined as 1/k from the articles, set to 1/0.7 because it looks good
float ik = 1.43;
vec2 interp = clamp(offset * ik * AntialiasPixelsPerTexel, 0.0, .5) + clamp((offset - 1.0) * ik * AntialiasPixelsPerTexel + .5, 0.0, .5);
vec2 interp = clamp(offset * ik * pixelsPerTexel, 0.0, .5) + clamp((offset - 1.0) * ik * pixelsPerTexel + .5, 0.0, .5);
coords = (floor(coords.st * textureSize) + interp) / textureSize;
if (isPaletted)
c = SamplePalettedBilinear(vChannelSampler, coords, textureSize);
}
if (!(AntialiasPixelsPerTexel > 0.0 && isPaletted))
if (!(EnablePixelArtScaling && isPaletted))
{
vec4 x = Sample(vChannelSampler, coords);
vec2 p = vec2(dot(x, vChannelMask), vTexPalette);