#version 450 /* Author: Themaister License: Public domain */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float QUAD_INTERP_RESOLUTION_X; float QUAD_INTERP_RESOLUTION_Y; float QUAD_INTERP_SHARPNESS; } params; #pragma parameter QUAD_INTERP_RESOLUTION_X "QuadInterp Input Resolution X" 0.0 0.0 1920.0 1.0 #pragma parameter QUAD_INTERP_RESOLUTION_Y "QuadInterp Input Resolution Y" 0.0 0.0 1920.0 1.0 #pragma parameter QUAD_INTERP_SHARPNESS "QuadInterp Sharpness" 2.01 0.0 10.0 0.01 #define QUAD_INTERP_RESOLUTION_X params.QUAD_INTERP_RESOLUTION_X #define QUAD_INTERP_RESOLUTION_Y params.QUAD_INTERP_RESOLUTION_Y #define QUAD_INTERP_SHARPNESS params.QUAD_INTERP_SHARPNESS layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #define saturate(c) clamp(c, 0.0, 1.0) #define lerp(c) mix(c) #define mul(a,b) (b*a) #define fmod(c) mod(c) #define frac(c) fract(c) #define tex2D(c,d) texture(c,d) #define float2 vec2 #define float3 vec3 #define float4 vec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define bool2 bvec2 #define bool3 bvec3 #define bool4 bvec4 #define float2x2 mat2x2 #define float3x3 mat3x3 #define float4x4 mat4x4 #define s0 Source #define tex vTexCoord #define QUAD_INTERP_RESOLUTION_X_DEF params.SourceSize.x #define QUAD_INTERP_RESOLUTION_Y_DEF params.SourceSize.y float3 quad_inter(float3 x0, float3 x1, float3 x2, float x) { float3 poly[3]; poly[2] = 0.5 * x0 - x1 + 0.5*x2; poly[1] = -1.5 * x0 + 2.0 * x1 - 0.5*x2; poly[0] = x0; return poly[2] * x * x + poly[1] * x + poly[0]; } #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() { /* messy I know but we need to make it possible to have it default to input resolution x/y in case RESOLUTION_X is 0.0 */ float2 texsize = float2(1.0/((QUAD_INTERP_RESOLUTION_X == 0) ? QUAD_INTERP_RESOLUTION_X_DEF : QUAD_INTERP_RESOLUTION_X), 1.0/((QUAD_INTERP_RESOLUTION_Y == 0) ? QUAD_INTERP_RESOLUTION_Y_DEF : QUAD_INTERP_RESOLUTION_Y)); float dx = float(pow(QUAD_INTERP_SHARPNESS * texsize.x, -1.0)); float dy = float(pow(QUAD_INTERP_SHARPNESS * texsize.y, -1.0)); float3 c00 = tex2D(s0, tex + float2(-dx, -dy)).xyz; float3 c01 = tex2D(s0, tex + float2(-dx, 0)).xyz; float3 c02 = tex2D(s0, tex + float2(-dx, dy)).xyz; float3 c10 = tex2D(s0, tex + float2(0, -dy)).xyz; float3 c11 = tex2D(s0, tex + float2(0, 0)).xyz; float3 c12 = tex2D(s0, tex + float2(0, dy)).xyz; float3 c20 = tex2D(s0, tex + float2(dx, -dy)).xyz; float3 c21 = tex2D(s0, tex + float2(dx, 0)).xyz; float3 c22 = tex2D(s0, tex + float2(dx, dy)).xyz; float frac_amt_x = frac(tex.x * texsize.x); float frac_amt_y = frac(tex.y * texsize.y); float3 loval = quad_inter(c00, c10, c20, frac_amt_x + 0.5); float3 midval = quad_inter(c01, c11, c21, frac_amt_x + 0.5); float3 hival = quad_inter(c02, c12, c22, frac_amt_x + 0.5); float3 res = quad_inter(loval, midval, hival, frac_amt_y + 0.5); // Bilinear! // float3 first = lerp(c00, c20, frac(tex.x * texsize.x + 0.5)); // float3 second = lerp(c02, c22, frac(tex.x * texsize.x + 0.5)); // float3 res = lerp(first, second, frac(tex.y * texsize.y + 0.5)); // OUT.color = float4(res, 1.0); FragColor = vec4(res, 1.0); }