From 222e7a1ea82f5a876304dc75661f449b1c9300df Mon Sep 17 00:00:00 2001 From: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com> Date: Sat, 24 Dec 2022 15:11:34 -0800 Subject: [PATCH] Implement cleanEdge rotation and scaling (#794) * Implement clear4x rotation * Don't use pixelated uvs on the final result, only on the preview, and fix pivot positioning * Update to cleanEdge algorithm * Add cleanEdge scaling --- src/Autoload/DrawingAlgos.gd | 8 +- src/Shaders/Rotation/cleanEdge.gdshader | 411 ++++++++++++++++++++ src/UI/Dialogs/ImageEffects/RotateImage.gd | 36 +- src/UI/Dialogs/ImageEffects/ScaleImage.tscn | 2 +- 4 files changed, 452 insertions(+), 5 deletions(-) create mode 100644 src/Shaders/Rotation/cleanEdge.gdshader diff --git a/src/Autoload/DrawingAlgos.gd b/src/Autoload/DrawingAlgos.gd index a8ec4c71c79..3d2afe82750 100644 --- a/src/Autoload/DrawingAlgos.gd +++ b/src/Autoload/DrawingAlgos.gd @@ -1,6 +1,7 @@ extends Node enum GradientDirection { TOP, BOTTOM, LEFT, RIGHT } +var clean_edge_shader: Shader = preload("res://src/Shaders/Rotation/cleanEdge.gdshader") # Algorithm based on http://members.chello.at/easyfilter/bresenham.html @@ -427,8 +428,7 @@ func scale_image(width: int, height: int, interpolation: int) -> void: continue var sprite := Image.new() sprite.copy_from(f.cels[i].image) - # Different method for scale_3x - if interpolation == 5: + if interpolation == 5: # scale3x var times: Vector2 = Vector2( ceil(width / (3.0 * sprite.get_width())), ceil(height / (3.0 * sprite.get_height())) @@ -436,6 +436,10 @@ func scale_image(width: int, height: int, interpolation: int) -> void: for _j in range(max(times.x, times.y)): sprite.copy_from(scale_3x(sprite)) sprite.resize(width, height, 0) + elif interpolation == 6: # cleanEdge + var params := {"angle": 0, "slope": true, "cleanup": true, "preview": false} + var gen := ShaderImageEffect.new() + gen.generate_image(sprite, clean_edge_shader, params, Vector2(width, height)) else: sprite.resize(width, height, interpolation) Global.current_project.undo_redo.add_do_property(f.cels[i].image, "data", sprite.data) diff --git a/src/Shaders/Rotation/cleanEdge.gdshader b/src/Shaders/Rotation/cleanEdge.gdshader new file mode 100644 index 00000000000..714d8628aa0 --- /dev/null +++ b/src/Shaders/Rotation/cleanEdge.gdshader @@ -0,0 +1,411 @@ +/*** MIT LICENSE +Copyright (c) 2022 torcado + +Permission is hereby granted, free of charge, to any person +obtaining a copy of this software and associated documentation +files (the "Software"), to deal in the Software without +restriction, including without limitation the rights to use, +copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the +Software is furnished to do so, subject to the following +conditions: + +The above copyright notice and this permission notice shall be +included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES +OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND +NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT +HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR +OTHER DEALINGS IN THE SOFTWARE. +***/ + + +shader_type canvas_item; + +//enables 2:1 slopes. otherwise only uses 45 degree slopes +//#define SLOPE +//cleans up small detail slope transitions (if SLOPE is enabled) +//if only using for rotation, CLEANUP has negligable effect and should be disabled for speed +//#define CLEANUP +// The commented out defines exposed as uniforms +uniform bool slope; +uniform bool cleanup; + +// This shader has been modified to work for Pixelorama +// Godot 3.x does not support #defines, so we will uncomment them when we port to Godot 4.x +// NearestNeighbor rotation logic has also been added into the code +// The original file can be found at +// https://gist.github.com/torcado194/e2794f5a4b22049ac0a41f972d14c329#file-cleanedge-gdshader +uniform float angle; +uniform sampler2D selection_tex; +uniform vec2 selection_pivot; +uniform vec2 selection_size; +uniform bool preview; + +//the color with the highest priority. +// other colors will be tested based on distance to this +// color to determine which colors take priority for overlaps. +uniform vec3 highestColor = vec3(1.,1.,1.); + +//how close two colors should be to be considered "similar". +// can group shapes of visually similar colors, but creates +// some artifacting and should be kept as low as possible. +uniform float similarThreshold = 0.0; +uniform float lineWidth = 1.0; + +const mat3 yuv_matrix = mat3(vec3(0.299, 0.587, 0.114), vec3(-0.169, -0.331, 0.5), vec3(0.5, -0.419, -0.081)); + +vec3 yuv(vec3 col){ + mat3 yuv = transpose(yuv_matrix); + return yuv * col; +} + +bool similar(vec4 col1, vec4 col2){ + return (col1.a == 0. && col2.a == 0.) || distance(col1, col2) <= similarThreshold; +} + +//multiple versions because godot doesn't support function overloading +//note: inner check should ideally check between all permutations +// but this is good enough, and faster +bool similar3(vec4 col1, vec4 col2, vec4 col3){ + return similar(col1, col2) && similar(col2, col3); +} + +bool similar4(vec4 col1, vec4 col2, vec4 col3, vec4 col4){ + return similar(col1, col2) && similar(col2, col3) && similar(col3, col4); +} + +bool similar5(vec4 col1, vec4 col2, vec4 col3, vec4 col4, vec4 col5){ + return similar(col1, col2) && similar(col2, col3) && similar(col3, col4) && similar(col4, col5); +} + +bool higher(vec4 thisCol, vec4 otherCol){ + if(similar(thisCol, otherCol)) return false; + if(thisCol.a == otherCol.a){ +// return yuv(thisCol.rgb).x > yuv(otherCol.rgb).x; +// return distance(yuv(thisCol.rgb), yuv(highestColor)) < distance(yuv(otherCol.rgb), yuv(highestColor)); + return distance(thisCol.rgb, highestColor) < distance(otherCol.rgb, highestColor); + } else { + return thisCol.a > otherCol.a; + } +} + +vec4 higherCol(vec4 thisCol, vec4 otherCol){ + return higher(thisCol, otherCol) ? thisCol : otherCol; +} + +//color distance +float cd(vec4 col1, vec4 col2){ + return distance(col1.rgba, col2.rgba); +} + +float distToLine(vec2 testPt, vec2 pt1, vec2 pt2, vec2 dir){ + vec2 lineDir = pt2 - pt1; + vec2 perpDir = vec2(lineDir.y, -lineDir.x); + vec2 dirToPt1 = pt1 - testPt; + return (dot(perpDir, dir) > 0.0 ? 1.0 : -1.0) * (dot(normalize(perpDir), dirToPt1)); +} + +//based on down-forward direction +vec4 sliceDist(vec2 point, vec2 mainDir, vec2 pointDir, vec4 u, vec4 uf, vec4 uff, vec4 b, vec4 c, vec4 f, vec4 ff, vec4 db, vec4 d, vec4 df, vec4 dff, vec4 ddb, vec4 dd, vec4 ddf){ + float minWidth; + float maxWidth; + if (slope) { + minWidth = 0.44; + maxWidth = 1.142; + } + else { + minWidth = 0.0; + maxWidth = 1.4; + } +// #endif + float _lineWidth = max(minWidth, min(maxWidth, lineWidth)); + point = mainDir * (point - 0.5) + 0.5; //flip point + + //edge detection + float distAgainst = 4.0*cd(f,d) + cd(uf,c) + cd(c,db) + cd(ff,df) + cd(df,dd); + float distTowards = 4.0*cd(c,df) + cd(u,f) + cd(f,dff) + cd(b,d) + cd(d,ddf); + bool shouldSlice = + (distAgainst < distTowards) + || (distAgainst < distTowards + 0.001) && !higher(c, f); //equivalent edges edge case + if(similar4(f, d, b, u) && similar3(uf, df, db/*, ub*/) && !similar(c, f)){ //checkerboard edge case + shouldSlice = false; + } + if(!shouldSlice) return vec4(-1.0); + + //only applicable for very large lineWidth (>1.3) +// if(similar3(c, f, df)){ //don't make slice for same color +// return vec4(-1.0); +// } + float dist = 1.0; + bool flip = false; + vec2 center = vec2(0.5,0.5); + +// #ifdef SLOPE + if(slope && similar3(f, d, db) && !similar3(f, d, b) && !similar(uf, db)){ //lower shallow 2:1 slant + if(similar(c, df) && higher(c, f)){ //single pixel wide diagonal, dont flip + + } else { + //priority edge cases + if(higher(c, f)){ + flip = true; + } + if(similar(u, f) && !similar(c, df) && !higher(c, u)){ + flip = true; + } + } + + if(flip){ + dist = _lineWidth-distToLine(point, center+vec2(1.5, -1.0)*pointDir, center+vec2(-0.5, 0.0)*pointDir, -pointDir); //midpoints of neighbor two-pixel groupings + } else { + dist = distToLine(point, center+vec2(1.5, 0.0)*pointDir, center+vec2(-0.5, 1.0)*pointDir, pointDir); //midpoints of neighbor two-pixel groupings + } + + //cleanup slant transitions + if (cleanup) { + if(!flip && similar(c, uf) && !(similar3(c, uf, uff) && !similar3(c, uf, ff) && !similar(d, uff))){ //shallow + float dist2 = distToLine(point, center+vec2(2.0, -1.0)*pointDir, center+vec2(-0.0, 1.0)*pointDir, pointDir); + dist = min(dist, dist2); + } + } +// #endif + + dist -= (_lineWidth/2.0); + return dist <= 0.0 ? ((cd(c,f) <= cd(c,d)) ? f : d) : vec4(-1.0); + } else if(slope && similar3(uf, f, d) && !similar3(u, f, d) && !similar(uf, db)){ //forward steep 2:1 slant + if(similar(c, df) && higher(c, d)){ //single pixel wide diagonal, dont flip + + } else { + //priority edge cases + if(higher(c, d)){ + flip = true; + } + if(similar(b, d) && !similar(c, df) && !higher(c, d)){ + flip = true; + } + } + + if(flip){ + dist = _lineWidth-distToLine(point, center+vec2(0.0, -0.5)*pointDir, center+vec2(-1.0, 1.5)*pointDir, -pointDir); //midpoints of neighbor two-pixel groupings + } else { + dist = distToLine(point, center+vec2(1.0, -0.5)*pointDir, center+vec2(0.0, 1.5)*pointDir, pointDir); //midpoints of neighbor two-pixel groupings + } + + //cleanup slant transitions + if (cleanup) { + if(!flip && similar(c, db) && !(similar3(c, db, ddb) && !similar3(c, db, dd) && !similar(f, ddb))){ //steep + float dist2 = distToLine(point, center+vec2(1.0, 0.0)*pointDir, center+vec2(-1.0, 2.0)*pointDir, pointDir); + dist = min(dist, dist2); + } + } +// #endif + + dist -= (_lineWidth/2.0); + return dist <= 0.0 ? ((cd(c,f) <= cd(c,d)) ? f : d) : vec4(-1.0); + } else +// #endif + if(similar(f, d)) { //45 diagonal + if(similar(c, df) && higher(c, f)){ //single pixel diagonal along neighbors, dont flip + if(!similar(c, dd) && !similar(c, ff)){ //line against triple color stripe edge case + flip = true; + } + } else { + //priority edge cases + if(higher(c, f)){ + flip = true; + } + if(!similar(c, b) && similar4(b, f, d, u)){ + flip = true; + } + } + //single pixel 2:1 slope, dont flip + if((( (similar(f, db) && similar3(u, f, df)) || (similar(uf, d) && similar3(b, d, df)) ) && !similar(c, df))){ + flip = true; + } + + if (flip) { + dist = _lineWidth-distToLine(point, center+vec2(1.0, -1.0)*pointDir, center+vec2(-1.0, 1.0)*pointDir, -pointDir); //midpoints of own diagonal pixels + } else { + dist = distToLine(point, center+vec2(1.0, 0.0)*pointDir, center+vec2(0.0, 1.0)*pointDir, pointDir); //midpoints of corner neighbor pixels + } + + //cleanup slant transitions + if (slope && cleanup) { + if(!flip && similar3(c, uf, uff) && !similar3(c, uf, ff) && !similar(d, uff)){ //shallow + float dist2 = distToLine(point, center+vec2(1.5, 0.0)*pointDir, center+vec2(-0.5, 1.0)*pointDir, pointDir); + dist = max(dist, dist2); + } + + if(!flip && similar3(ddb, db, c) && !similar3(dd, db, c) && !similar(ddb, f)){ //steep + float dist2 = distToLine(point, center+vec2(1.0, -0.5)*pointDir, center+vec2(0.0, 1.5)*pointDir, pointDir); + dist = max(dist, dist2); + } + } +// #endif +// #endif + + dist -= (_lineWidth/2.0); + return dist <= 0.0 ? ((cd(c,f) <= cd(c,d)) ? f : d) : vec4(-1.0); + } +// #ifdef SLOPE + else if(slope && similar3(ff, df, d) && !similar3(ff, df, c) && !similar(uff, d)){ //far corner of shallow slant + + if(similar(f, dff) && higher(f, ff)){ //single pixel wide diagonal, dont flip + + } else { + //priority edge cases + if(higher(f, ff)){ + flip = true; + } + if(similar(uf, ff) && !similar(f, dff) && !higher(f, uf)){ + flip = true; + } + } + if(flip){ + dist = _lineWidth-distToLine(point, center+vec2(1.5+1.0, -1.0)*pointDir, center+vec2(-0.5+1.0, 0.0)*pointDir, -pointDir); //midpoints of neighbor two-pixel groupings + } else { + dist = distToLine(point, center+vec2(1.5+1.0, 0.0)*pointDir, center+vec2(-0.5+1.0, 1.0)*pointDir, pointDir); //midpoints of neighbor two-pixel groupings + } + + dist -= (_lineWidth/2.0); + return dist <= 0.0 ? ((cd(f,ff) <= cd(f,df)) ? ff : df) : vec4(-1.0); + } else if(slope && similar3(f, df, dd) && !similar3(c, df, dd) && !similar(f, ddb)){ //far corner of steep slant + if(similar(d, ddf) && higher(d, dd)){ //single pixel wide diagonal, dont flip + + } else { + //priority edge cases + if(higher(d, dd)){ + flip = true; + } + if(similar(db, dd) && !similar(d, ddf) && !higher(d, dd)){ + flip = true; + } +// if(!higher(d, dd)){ +// return vec4(1.0); +// flip = true; +// } + } + + if(flip){ + dist = _lineWidth-distToLine(point, center+vec2(0.0, -0.5+1.0)*pointDir, center+vec2(-1.0, 1.5+1.0)*pointDir, -pointDir); //midpoints of neighbor two-pixel groupings + } else { + dist = distToLine(point, center+vec2(1.0, -0.5+1.0)*pointDir, center+vec2(0.0, 1.5+1.0)*pointDir, pointDir); //midpoints of neighbor two-pixel groupings + } + dist -= (_lineWidth/2.0); + return dist <= 0.0 ? ((cd(d,df) <= cd(d,dd)) ? df : dd) : vec4(-1.0); + } +// #endif + return vec4(-1.0); +} + +vec2 rotate(vec2 uv, vec2 pivot, float ratio) { // Taken from NearestNeighbour shader + // Scale and center image + uv.x -= pivot.x; + uv.x *= ratio; + uv.x += pivot.x; + + // Rotate image + uv -= pivot; + uv = vec2(cos(angle) * uv.x + sin(angle) * uv.y, + -sin(angle) * uv.x + cos(angle) * uv.y); + uv.x /= ratio; + uv += pivot; + + return uv; +} + +void fragment() { + vec4 original = texture(TEXTURE, UV); + float selection = texture(selection_tex, UV).a; + vec2 size = 1.0/TEXTURE_PIXEL_SIZE+0.0001; //fix for some sort of rounding error + vec2 pivot = selection_pivot / size; // Normalize pivot position + float ratio = size.x / size.y; // Resolution ratio + vec2 pixelated_uv = floor(UV * size) / (size - 1.0); // Pixelate UV to fit resolution +// vec2 px = UV * size; + vec2 px; + if (preview) { + px = rotate(pixelated_uv, pivot, ratio) * size; + } + else { + px = rotate(UV, pivot, ratio) * size; + } + vec2 local = fract(px); + px = ceil(px); + + vec2 pointDir = round(local)*2.0-1.0; + + //neighbor pixels + //Up, Down, Forward, and Back + //relative to quadrant of current location within pixel + + vec4 uub = texture(TEXTURE, (px+vec2(-1.0,-2.0)*pointDir)/size); + vec4 uu = texture(TEXTURE, (px+vec2( 0.0,-2.0)*pointDir)/size); + vec4 uuf = texture(TEXTURE, (px+vec2( 1.0,-2.0)*pointDir)/size); + + vec4 ubb = texture(TEXTURE, (px+vec2(-2.0,-2.0)*pointDir)/size); + vec4 ub = texture(TEXTURE, (px+vec2(-1.0,-1.0)*pointDir)/size); + vec4 u = texture(TEXTURE, (px+vec2( 0.0,-1.0)*pointDir)/size); + vec4 uf = texture(TEXTURE, (px+vec2( 1.0,-1.0)*pointDir)/size); + vec4 uff = texture(TEXTURE, (px+vec2( 2.0,-1.0)*pointDir)/size); + + vec4 bb = texture(TEXTURE, (px+vec2(-2.0, 0.0)*pointDir)/size); + vec4 b = texture(TEXTURE, (px+vec2(-1.0, 0.0)*pointDir)/size); + vec4 c = texture(TEXTURE, (px+vec2( 0.0, 0.0)*pointDir)/size); + vec4 f = texture(TEXTURE, (px+vec2( 1.0, 0.0)*pointDir)/size); + vec4 ff = texture(TEXTURE, (px+vec2( 2.0, 0.0)*pointDir)/size); + + vec4 dbb = texture(TEXTURE, (px+vec2(-2.0, 1.0)*pointDir)/size); + vec4 db = texture(TEXTURE, (px+vec2(-1.0, 1.0)*pointDir)/size); + vec4 d = texture(TEXTURE, (px+vec2( 0.0, 1.0)*pointDir)/size); + vec4 df = texture(TEXTURE, (px+vec2( 1.0, 1.0)*pointDir)/size); + vec4 dff = texture(TEXTURE, (px+vec2( 2.0, 1.0)*pointDir)/size); + + vec4 ddb = texture(TEXTURE, (px+vec2(-1.0, 2.0)*pointDir)/size); + vec4 dd = texture(TEXTURE, (px+vec2( 0.0, 2.0)*pointDir)/size); + vec4 ddf = texture(TEXTURE, (px+vec2( 1.0, 2.0)*pointDir)/size); + + vec4 col = c; + + //c_orner, b_ack, and u_p slices + // (slices from neighbor pixels will only ever reach these 3 quadrants + vec4 c_col = sliceDist(local, vec2( 1.0, 1.0), pointDir, u, uf, uff, b, c, f, ff, db, d, df, dff, ddb, dd, ddf); + vec4 b_col = sliceDist(local, vec2(-1.0, 1.0), pointDir, u, ub, ubb, f, c, b, bb, df, d, db, dbb, ddf, dd, ddb); + vec4 u_col = sliceDist(local, vec2( 1.0,-1.0), pointDir, d, df, dff, b, c, f, ff, ub, u, uf, uff, uub, uu, uuf); + + if(c_col.r >= 0.0){ + col = c_col; + } + if(b_col.r >= 0.0){ + col = b_col; + } + if(u_col.r >= 0.0){ + col = u_col; + } + + // Taken from NearestNeighbour shader + col.a *= texture(selection_tex, rotate(pixelated_uv, pivot, ratio)).a; // Combine with selection mask + // Make a border to prevent stretching pixels on the edge + vec2 border_uv = rotate(pixelated_uv, pivot, ratio); + + // Center the border + border_uv -= 0.5; + border_uv *= 2.0; + border_uv = abs(border_uv); + + float border = max(border_uv.x, border_uv.y); // This is a rectangular gradient + border = floor(border - TEXTURE_PIXEL_SIZE.x); // Turn the grad into a rectangle shape + border = 1.0 - clamp(border, 0.0, 1.0); // Invert the rectangle + + float mask = mix(selection, 1.0, 1.0 - ceil(original.a)); // Combine selection mask with area outside original + + // Combine original and rotated image only when intersecting, otherwise just pure rotated image. + COLOR.rgb = mix(mix(original.rgb, col.rgb, col.a * border), col.rgb, mask); + COLOR.a = mix(original.a, 0.0, selection); // Remove alpha on the selected area + COLOR.a = mix(COLOR.a, 1.0, col.a * border); // Combine alpha of original image and rotated + +// COLOR = col; +} diff --git a/src/UI/Dialogs/ImageEffects/RotateImage.gd b/src/UI/Dialogs/ImageEffects/RotateImage.gd index ac68d226f65..10a51e0f98b 100644 --- a/src/UI/Dialogs/ImageEffects/RotateImage.gd +++ b/src/UI/Dialogs/ImageEffects/RotateImage.gd @@ -3,6 +3,7 @@ extends ImageEffect var live_preview: bool = true var rotxel_shader: Shader var nn_shader: Shader = preload("res://src/Shaders/Rotation/NearestNeightbour.shader") +var clean_edge_shader: Shader = DrawingAlgos.clean_edge_shader var pivot := Vector2.INF var drag_pivot := false @@ -23,6 +24,7 @@ func _ready() -> void: if OS.get_name() != "HTML5": type_option_button.add_item("Rotxel with Smear") rotxel_shader = load("res://src/Shaders/Rotation/SmearRotxel.shader") + type_option_button.add_item("cleanEdge") type_option_button.add_item("Nearest neighbour (Shader)") type_option_button.add_item("Nearest neighbour") type_option_button.add_item("Rotxel") @@ -51,7 +53,10 @@ func decide_pivot() -> void: pivot = size / 2 # Pivot correction in case of even size - if type_option_button.text != "Nearest neighbour (Shader)": + if ( + type_option_button.text != "Nearest neighbour (Shader)" + and type_option_button.text != "cleanEdge" + ): if int(size.x) % 2 == 0: pivot.x -= 0.5 if int(size.y) % 2 == 0: @@ -63,7 +68,10 @@ func decide_pivot() -> void: selection_rectangle.position + ((selection_rectangle.end - selection_rectangle.position) / 2) ) - if type_option_button.text != "Nearest neighbour (Shader)": + if ( + type_option_button.text != "Nearest neighbour (Shader)" + and type_option_button.text != "cleanEdge" + ): # Pivot correction in case of even size if int(selection_rectangle.end.x - selection_rectangle.position.x) % 2 == 0: pivot.x -= 0.5 @@ -119,6 +127,24 @@ func commit_action(cel: Image, _project: Project = Global.current_project) -> vo gen.generate_image(cel, rotxel_shader, params, _project.size) yield(gen, "done") + "cleanEdge": + var params := { + "angle": angle, + "selection_tex": selection_tex, + "selection_pivot": pivot, + "selection_size": selection_size, + "slope": true, + "cleanup": false, + "preview": true + } + if !confirmed: + for param in params: + preview.material.set_shader_param(param, params[param]) + else: + params["preview"] = false + var gen := ShaderImageEffect.new() + gen.generate_image(cel, clean_edge_shader, params, _project.size) + yield(gen, "done") "Nearest neighbour (Shader)": var params := { "angle": angle, @@ -150,6 +176,7 @@ func _type_is_shader() -> bool: return ( type_option_button.text == "Nearest neighbour (Shader)" or type_option_button.text == "Rotxel with Smear" + or type_option_button.text == "cleanEdge" ) @@ -159,6 +186,11 @@ func _on_TypeOptionButton_item_selected(_id: int) -> void: sm.shader = rotxel_shader preview.set_material(sm) smear_options.visible = true + elif type_option_button.text == "cleanEdge": + var sm := ShaderMaterial.new() + sm.shader = clean_edge_shader + preview.set_material(sm) + smear_options.visible = false elif type_option_button.text == "Nearest neighbour (Shader)": var sm := ShaderMaterial.new() sm.shader = nn_shader diff --git a/src/UI/Dialogs/ImageEffects/ScaleImage.tscn b/src/UI/Dialogs/ImageEffects/ScaleImage.tscn index 294d1744bef..5f7453cc2c1 100644 --- a/src/UI/Dialogs/ImageEffects/ScaleImage.tscn +++ b/src/UI/Dialogs/ImageEffects/ScaleImage.tscn @@ -208,7 +208,7 @@ margin_bottom = 20.0 mouse_default_cursor_shape = 2 size_flags_horizontal = 3 text = "Nearest" -items = [ "Nearest", null, false, 0, null, "Bilinear", null, false, 1, null, "Cubic", null, false, 2, null, "Trilinear", null, false, 3, null, "Lanczos", null, false, 4, null, "Scale3X", null, false, 5, null ] +items = [ "Nearest", null, false, 0, null, "Bilinear", null, false, 1, null, "Cubic", null, false, 2, null, "Trilinear", null, false, 3, null, "Lanczos", null, false, 4, null, "Scale3X", null, false, 5, null, "cleanEdge", null, false, 6, null ] selected = 0 [connection signal="about_to_show" from="." to="." method="_on_ScaleImage_about_to_show"]