#version 450 #include "geom-deluxe-params.inc" #define tex_size0 global.SourceSize #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 v_texCoord; layout(location = 1) out vec4 v_coeffs; void main() { gl_Position = global.MVP * Position; v_texCoord = TexCoord; float wid = width.x*tex_size0.x/(320.*aspect.x); v_coeffs = exp(vec4(1.,4.,9.,16.)*vec4(-1.0/wid/wid)); } #pragma stage fragment layout(location = 0) in vec2 v_texCoord; layout(location = 1) in vec4 v_coeffs; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D internal1; #define TEX2D(v) pow(texture(internal1, v).rgb, vec3(gamma)) void main() { vec3 sum = vec3(0.0); float onex = 1.0/tex_size0.x; sum += TEX2D(v_texCoord + vec2(-4.0 * onex, 0.0)) * vec3(v_coeffs.w); sum += TEX2D(v_texCoord + vec2(-3.0 * onex, 0.0)) * vec3(v_coeffs.z); sum += TEX2D(v_texCoord + vec2(-2.0 * onex, 0.0)) * vec3(v_coeffs.y); sum += TEX2D(v_texCoord + vec2(-1.0 * onex, 0.0)) * vec3(v_coeffs.x); sum += TEX2D(v_texCoord); sum += TEX2D(v_texCoord + vec2(+1.0 * onex, 0.0)) * vec3(v_coeffs.x); sum += TEX2D(v_texCoord + vec2(+2.0 * onex, 0.0)) * vec3(v_coeffs.y); sum += TEX2D(v_texCoord + vec2(+3.0 * onex, 0.0)) * vec3(v_coeffs.z); sum += TEX2D(v_texCoord + vec2(+4.0 * onex, 0.0)) * vec3(v_coeffs.w); float norm = 1.0 / (1.0 + 2.0*(v_coeffs.x+v_coeffs.y+v_coeffs.z+v_coeffs.w)); FragColor = vec4( pow(sum*vec3(norm), vec3(1.0/gamma.x)), 1.0 ); }