2016-07-27 01:27:29 +10:00
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#version 450
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2016-07-27 13:40:16 +10:00
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#define hardPix -3.0
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#define brightboost 1
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#define shape 2.0
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2016-07-27 01:27:29 +10:00
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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2016-07-27 13:40:16 +10:00
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 REFERENCESize;
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2016-07-27 01:27:29 +10:00
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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2016-07-27 13:40:16 +10:00
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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2016-07-27 01:27:29 +10:00
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// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
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// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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2016-07-27 13:40:16 +10:00
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vec3 Fetch(vec2 pos, vec2 off)
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{
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pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
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return brightboost * texture(REFERENCE, pos.xy).rgb;
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2016-07-27 01:27:29 +10:00
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}
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// Distance in emulated pixels to nearest texel.
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2016-07-27 13:40:16 +10:00
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vec2 Dist(vec2 pos)
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{
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pos = pos*global.REFERENCESize.xy;
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return -((pos - floor(pos)) - vec2(0.5));
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}
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2016-07-27 01:27:29 +10:00
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// 1D Gaussian.
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2016-07-27 13:40:16 +10:00
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float Gaus(float pos, float scale)
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{
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return exp2(scale*pow(abs(pos), shape));
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}
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2016-07-27 01:27:29 +10:00
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// 5-tap Gaussian filter along horz line.
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2016-07-27 13:40:16 +10:00
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vec3 Horz5(vec2 pos,float off)
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{
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vec3 a = Fetch(pos,vec2(-2.0, off));
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vec3 b = Fetch(pos,vec2(-1.0, off));
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vec3 c = Fetch(pos,vec2( 0.0, off));
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vec3 d = Fetch(pos,vec2( 1.0, off));
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vec3 e = Fetch(pos,vec2( 2.0, off));
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float dst = Dist(pos).x;
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// Convert distance to weight.
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float scale = hardPix;
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float wa = Gaus(dst - 2.0, scale);
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float wb = Gaus(dst - 1.0, scale);
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float wc = Gaus(dst + 0.0, scale);
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float wd = Gaus(dst + 1.0, scale);
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float we = Gaus(dst + 2.0, scale);
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// Return filtered sample.
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return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
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}
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2016-07-27 01:27:29 +10:00
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void main()
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{
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FragColor = vec4(Horz5(vTexCoord, -2.0).rgb, 1.0);
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2016-07-27 13:40:16 +10:00
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}
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