mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
53 lines
1.1 KiB
Plaintext
53 lines
1.1 KiB
Plaintext
|
#version 450
|
|||
|
|
|||
|
/*
|
|||
|
Fragment shader based on "Improved texture interpolation" by I<>igo Qu<51>lez
|
|||
|
Original description: http://www.iquilezles.org/www/articles/texture/texture.htm
|
|||
|
|
|||
|
*/
|
|||
|
|
|||
|
layout(push_constant) uniform Push
|
|||
|
{
|
|||
|
vec4 SourceSize;
|
|||
|
vec4 OriginalSize;
|
|||
|
vec4 OutputSize;
|
|||
|
uint FrameCount;
|
|||
|
} params;
|
|||
|
|
|||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|||
|
{
|
|||
|
mat4 MVP;
|
|||
|
} global;
|
|||
|
|
|||
|
#pragma stage vertex
|
|||
|
layout(location = 0) in vec4 Position;
|
|||
|
layout(location = 1) in vec2 TexCoord;
|
|||
|
layout(location = 0) out vec2 vTexCoord;
|
|||
|
|
|||
|
void main()
|
|||
|
{
|
|||
|
gl_Position = global.MVP * Position;
|
|||
|
vTexCoord = TexCoord;
|
|||
|
}
|
|||
|
|
|||
|
#pragma stage fragment
|
|||
|
layout(location = 0) in vec2 vTexCoord;
|
|||
|
layout(location = 0) out vec4 FragColor;
|
|||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|||
|
|
|||
|
void main()
|
|||
|
{
|
|||
|
vec2 p = vTexCoord.xy;
|
|||
|
|
|||
|
p = p * params.SourceSize.xy + vec2(0.5, 0.5);
|
|||
|
|
|||
|
vec2 i = floor(p);
|
|||
|
vec2 f = p - i;
|
|||
|
f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0));
|
|||
|
p = i + f;
|
|||
|
|
|||
|
p = (p - vec2(0.5, 0.5)) * params.SourceSize.zw;
|
|||
|
|
|||
|
// final sum and weight normalization
|
|||
|
FragColor = vec4(texture(Source, p));
|
|||
|
}
|