#version 450 /* Copyright (C) 2016 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float AAOFFSET; } params; #pragma parameter AAOFFSET "AA offset first pass" 1.0 0.25 2.0 0.05 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 * 1.000001; } #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 tex = vTexCoord; vec2 texsize = params.SourceSize.xy; float dx = params.AAOFFSET/texsize.x; float dy = params.AAOFFSET/texsize.y; vec3 dt = vec3(1.0, 1.0, 1.0); vec4 yx = vec4 ( dx, dy, -dx, -dy); vec4 xh = yx*vec4(4.0,1.5,4.0,1.5); vec4 yv = yx*vec4(1.5,4.0,1.5,4.0); vec3 c11 = texture(Source, tex ).xyz; vec3 s00 = texture(Source, tex + yx.zw).xyz; vec3 s20 = texture(Source, tex + yx.xw).xyz; vec3 s22 = texture(Source, tex + yx.xy).xyz; vec3 s02 = texture(Source, tex + yx.zy).xyz; vec3 h00 = texture(Source, tex + xh.zw).xyz; vec3 h20 = texture(Source, tex + xh.xw).xyz; vec3 h22 = texture(Source, tex + xh.xy).xyz; vec3 h02 = texture(Source, tex + xh.zy).xyz; vec3 v00 = texture(Source, tex + yv.zw).xyz; vec3 v20 = texture(Source, tex + yv.xw).xyz; vec3 v22 = texture(Source, tex + yv.xy).xyz; vec3 v02 = texture(Source, tex + yv.zy).xyz; float m1=1.0/(dot(abs(s00-s22),dt)+0.00001); float m2=1.0/(dot(abs(s02-s20),dt)+0.00001); float h1=1.0/(dot(abs(s00-h22),dt)+0.00001); float h2=1.0/(dot(abs(s02-h20),dt)+0.00001); float h3=1.0/(dot(abs(h00-s22),dt)+0.00001); float h4=1.0/(dot(abs(h02-s20),dt)+0.00001); float v1=1.0/(dot(abs(s00-v22),dt)+0.00001); float v2=1.0/(dot(abs(s02-v20),dt)+0.00001); float v3=1.0/(dot(abs(v00-s22),dt)+0.00001); float v4=1.0/(dot(abs(v02-s20),dt)+0.00001); vec3 t1 = 0.5*(m1*(s00+s22)+m2*(s02+s20))/(m1+m2); vec3 t2 = 0.5*(h1*(s00+h22)+h2*(s02+h20)+h3*(h00+s22)+h4*(h02+s20))/(h1+h2+h3+h4); vec3 t3 = 0.5*(v1*(s00+v22)+v2*(s02+v20)+v3*(v00+s22)+v4*(v02+s20))/(v1+v2+v3+v4); float k1 = 1.0/(dot(abs(t1-c11),dt)+0.00001); float k2 = 1.0/(dot(abs(t2-c11),dt)+0.00001); float k3 = 1.0/(dot(abs(t3-c11),dt)+0.00001); FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1+k2+k3),1.0); }