#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; // AntiAliased Nearest Neighbor // by jimbo1qaz and wareya #define NOT(fl) (1-fl) #define YES(fl) fl #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; vec4 vpow(vec4 n, float e) { return vec4(pow(n.x, e), pow(n.y, e), pow(n.z, e), pow(n.w, e)); } vec4 getLQV(vec3 mine) { return vec4 ( mine.r , mine.g , mine.b ,(mine.r + mine.g + mine.b)/3.0); } vec3 fromLQV(vec4 mine) { float f = mine.w/(mine.r + mine.g + mine.b)*3.0; return vec3(mine.rgb)*f; } vec3 percent(float ssize, float tsize, float coord) { float minfull = (coord*tsize - 0.5) /tsize*ssize; float maxfull = (coord*tsize + 0.5) /tsize*ssize; float realfull = floor(maxfull); if (minfull > realfull) { return vec3(1, (realfull+0.5)/ssize, (realfull+0.5)/ssize); } return vec3( (maxfull - realfull) / (maxfull - minfull), (realfull-0.5) / ssize, (realfull+0.5) / ssize ); } void main() { float cheapsrgb = 2.1; float gamma = 3.0; vec3 xstuff = percent(global.SourceSize.x, global.OutputSize.x, vTexCoord.x); vec3 ystuff = percent(global.SourceSize.y, global.OutputSize.y, vTexCoord.y); float xkeep = xstuff[0]; float ykeep = ystuff[0]; // get points to interpolate across, in linear rgb vec4 a = getLQV(vpow(texture(Source,vec2(xstuff[1],ystuff[1])), cheapsrgb).rgb); vec4 b = getLQV(vpow(texture(Source,vec2(xstuff[2],ystuff[1])), cheapsrgb).rgb); vec4 c = getLQV(vpow(texture(Source,vec2(xstuff[1],ystuff[2])), cheapsrgb).rgb); vec4 d = getLQV(vpow(texture(Source,vec2(xstuff[2],ystuff[2])), cheapsrgb).rgb); // use perceptual gamma for luminance component a.w = pow(a.w, 1.0/gamma); b.w = pow(b.w, 1.0/gamma); c.w = pow(c.w, 1.0/gamma); d.w = pow(d.w, 1.0/gamma); // interpolate vec4 gammaLQVresult = NOT(xkeep)*NOT(ykeep)*a + YES(xkeep)*NOT(ykeep)*b + NOT(xkeep)*YES(ykeep)*c + YES(xkeep)*YES(ykeep)*d; // change luminance gamma back to linear vec4 LQVresult = gammaLQVresult; LQVresult.w = pow(gammaLQVresult.w, gamma); // convert back to srgb; lqv -> lrgb -> srgb vec4 c1 = vpow(vec4(fromLQV(LQVresult), 1.0), 1.0/cheapsrgb); FragColor = vec4(c1); }