2016-12-09 04:49:41 +11:00
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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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layout(location = 1) out float data_pix_no;
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layout(location = 2) out float data_one;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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data_pix_no = vTexCoord.x * global.SourceSize.x;
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data_one = global.SourceSize.z;
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}
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float data_pix_no;
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layout(location = 2) in float data_one;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define PI 3.14159265359
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float sinc(float x)
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{
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if (abs(x) < 0.001)
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return 1.0;
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x *= PI;
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return sin(x) / x;
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}
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#define BOOST 1.0
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void main()
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{
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float texel = floor(data_pix_no);
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float phase = data_pix_no - texel;
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float base_phase = phase - 0.5;
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vec2 tex = vec2((texel + 0.5) * global.SourceSize.z, vTexCoord.y);
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vec3 col = vec3(0.0);
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for (int i = -2; i <= 2; i++)
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{
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float phase = base_phase - float(i);
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if (abs(phase) < 2.0)
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{
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float g = BOOST * sinc(phase) * sinc(0.5 * phase);
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col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g;
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}
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}
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FragColor = vec4(col, 1.0);
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}
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