#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 weights(out vec4 x, out vec4 y, vec2 t) { vec2 t2 = t * t; vec2 t3 = t2 * t; vec4 xs = vec4(1.0, t.x, t2.x, t3.x); vec4 ys = vec4(1.0, t.y, t2.y, t3.y); const vec4 p0 = vec4(+0.0, -0.5, +1.0, -0.5); const vec4 p1 = vec4(+1.0, 0.0, -2.5, +1.5); const vec4 p2 = vec4(+0.0, +0.5, +2.0, -1.5); const vec4 p3 = vec4(+0.0, 0.0, -0.5, +0.5); x = vec4(dot(xs, p0), dot(xs, p1), dot(xs, p2), dot(xs, p3)); y = vec4(dot(ys, p0), dot(ys, p1), dot(ys, p2), dot(ys, p3)); } void main() { vec2 uv = vTexCoord * global.SourceSize.xy - 0.5; vec2 texel = floor(uv); vec2 tex = (texel + 0.5) * global.SourceSize.zw; vec2 phase = uv - texel; #define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb vec4 x; vec4 y; weights(x, y, phase); vec3 color; vec4 row = x * y.x; color = TEX(-1, -1) * row.x; color += TEX(+0, -1) * row.y; color += TEX(+1, -1) * row.z; color += TEX(+2, -1) * row.w; row = x * y.y; color += TEX(-1, +0) * row.x; color += TEX(+0, +0) * row.y; color += TEX(+1, +0) * row.z; color += TEX(+2, +0) * row.w; row = x * y.z; color += TEX(-1, +1) * row.x; color += TEX(+0, +1) * row.y; color += TEX(+1, +1) * row.z; color += TEX(+2, +1) * row.w; row = x * y.w; color += TEX(-1, +2) * row.x; color += TEX(+0, +2) * row.y; color += TEX(+1, +2) * row.z; color += TEX(+2, +2) * row.w; FragColor = vec4(color, 1.0); }