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@Lucrecious
Created July 19, 2022 23:45
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A Fast Rot-Sprite shader based on Scale3x
shader_type canvas_item;
const vec4 background = vec4(1., 1., 1., 0.);
uniform float pixel_scale: hint_range(0.0, 1.0) = 1.0;
float dist(vec4 c1, vec4 c2) {
return (c1 == c2) ? 0.0 : abs(c1.r - c2.r) + abs(c1.g - c2.g) + abs(c1.b - c2.b);
}
bool similar(vec4 c1, vec4 c2, vec4 input) {
return (c1 == c2 || (dist(c1, c2) <= dist(input, c2) && dist(c1, c2) <= dist(input, c1)));
}
bool different(vec4 c1, vec4 c2, vec4 input) {
return !similar(c1, c2, input);
}
// rotsprite 3x enlargement algorithm:
// suppose we are looking at input pixel cE which is surrounded by 8 other
// pixels:
// cA cB cC
// cD cE cF
// cG cH cI
// and for that 1 input pixel cE we want to output 4 pixels oA, oB, oC, and oD:
// E0 E1 E2
// E3 E4 E5
// E6 E7 E8
vec4 scale3x(sampler2D tex, vec2 uv, vec2 pixel_size) {
vec4 cE = texture(tex, uv);
cE = cE.a == 0.0 ? background : cE;
vec4 cD = texture(tex, uv + pixel_size * vec2(-1., .0));
cD = cD.a == 0.0 ? background : cD;
vec4 cF = texture(tex, uv + pixel_size * vec2(1., .0));
cF = cF.a == 0.0 ? background : cF;
vec4 cH = texture(tex, uv + pixel_size * vec2(.0, 1.));
cH = cH.a == 0.0 ? background : cH;
vec4 cB = texture(tex, uv + pixel_size * vec2(.0, -1.));
cB = cB.a == 0.0 ? background : cB;
vec4 cA = texture(tex, uv + pixel_size * vec2(-1., -1.));
cA = cA.a == 0.0 ? background : cA;
vec4 cI = texture(tex, uv + pixel_size * vec2(1., 1.));
cI = cI.a == 0.0 ? background : cI;
vec4 cG = texture(tex, uv + pixel_size * vec2(-1., 1.));
cG = cG.a == 0.0 ? background : cG;
vec4 cC = texture(tex, uv + pixel_size * vec2(1., -1.));
cC = cC.a == 0.0 ? background : cC;
if (different(cD,cF, cE)
&& different(cH,cB, cE)
&& ((similar(cE, cD, cE) || similar(cE, cH, cE) || similar(cE, cF, cE) || similar(cE, cB, cE) ||
((different(cA, cI, cE) || similar(cE, cG, cE) || similar(cE, cC, cE)) &&
(different(cG, cC, cE) || similar(cE, cA, cE) || similar(cE, cI, cE))))))
{
vec2 unit = uv - (floor(uv / pixel_size) * pixel_size);
vec2 pixel_3_size = pixel_size / 3.0;
// E0
if (unit.x < pixel_3_size.x && unit.y < pixel_3_size.y) {
return similar(cB, cD, cE) ? cB : cE;
}
// E1
if (unit.x < pixel_3_size.x * 2.0 && unit.y < pixel_3_size.y) {
return (similar(cB, cD, cE) && different(cE, cC, cE))
|| (similar(cB, cF, cE) && different(cE, cA, cE)) ? cB : cE;
}
// E2
if (unit.y < pixel_3_size.y) {
return similar(cB, cF, cE) ? cB : cE;
}
// E3
if (unit.x < pixel_3_size.x && unit.y < pixel_3_size.y * 2.0) {
return (similar(cB, cD, cE) && different(cE, cG, cE)
|| (similar(cH, cD, cE) && different(cE, cA, cE))) ? cD : cE;
}
// E5
if (unit.x >= pixel_3_size.x * 2.0 && unit.x < pixel_3_size.x * 3.0 && unit.y < pixel_3_size.y * 2.0) {
return (similar(cB, cF, cE) && different(cE, cI, cE))
|| (similar(cH, cF, cE) && different(cE, cC, cE)) ? cF : cE;
}
// E6
if (unit.x < pixel_3_size.x && unit.y >= pixel_3_size.y * 2.0) {
return similar(cH, cD, cE) ? cH : cE;
}
// E7
if (unit.x < pixel_3_size.x * 2.0 && unit.y >= pixel_3_size.y * 2.0) {
return (similar(cH, cD, cE) && different(cE, cI, cE))
|| (similar(cH, cF, cE) && different(cE, cG, cE)) ? cH : cE;
}
// E8
if (unit.y >= pixel_3_size.y * 2.0) {
return similar(cH, cF, cE) ? cH : cE;
}
}
return cE;
}
void fragment() {
COLOR = scale3x(TEXTURE, UV, TEXTURE_PIXEL_SIZE * pixel_scale);
}
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