#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } 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 texelSize = 1.0 / global.SourceSize.xy; vec2 range = vec2(abs(global.SourceSize.z / (global.OutputSize.x * global.SourceSize.x)), abs(global.SourceSize.w / (global.OutputSize.y * global.SourceSize.y))); range = range / 2.0 * 0.999; float left = vTexCoord.x - range.x; float top = vTexCoord.y + range.y; float right = vTexCoord.x + range.x; float bottom = vTexCoord.y - range.y; vec3 topLeftColor = texture(Source, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize).rgb; vec3 bottomRightColor = texture(Source, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize).rgb; vec3 bottomLeftColor = texture(Source, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize).rgb; vec3 topRightColor = texture(Source, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize).rgb; vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top)); float totalArea = 4.0 * range.x * range.y; vec3 averageColor; averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor; averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor; averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor; averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor; FragColor = vec4(averageColor, 1.0); }