#version 450 /* Copyright (C) 2007 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 OutputSize; vec4 OriginalSize; vec4 SourceSize; } 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; /* Default Vertex shader */ void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; struct deltas { vec2 UL, UR, DL, DR; }; void main() { vec2 texsize = params.SourceSize.xy; float dx = pow(texsize.x, -1.0) * 0.25; float dy = pow(texsize.y, -1.0) * 0.25; vec3 dt = vec3(1.0, 1.0, 1.0); deltas VAR = { vTexCoord + vec2(-dx, -dy), vTexCoord + vec2( dx, -dy), vTexCoord + vec2(-dx, dy), vTexCoord + vec2( dx, dy) }; vec3 c00 = texture(Source, VAR.UL).xyz; vec3 c20 = texture(Source, VAR.UR).xyz; vec3 c02 = texture(Source, VAR.DL).xyz; vec3 c22 = texture(Source, VAR.DR).xyz; float m1 = dot(abs(c00 - c22), dt) + 0.001; float m2 = dot(abs(c02 - c20), dt) + 0.001; FragColor = vec4((m1*(c02 + c20) + m2*(c22 + c00)) / (2.0*(m1 + m2)), 1.0); }