#version 450 // Avg. Luminance Smoothing layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } 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; 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 OriginalHistory1; layout(set = 0, binding = 3) uniform sampler2D OriginalHistory2; layout(set = 0, binding = 4) uniform sampler2D OriginalHistory3; layout(set = 0, binding = 5) uniform sampler2D OriginalHistory4; layout(set = 0, binding = 6) uniform sampler2D OriginalHistory5; layout(set = 0, binding = 7) uniform sampler2D OriginalHistory6; layout(set = 0, binding = 8) uniform sampler2D OriginalHistory7; #define PrevTexture OriginalHistory1 #define Prev1Texture OriginalHistory2 #define Prev2Texture OriginalHistory3 #define Prev3Texture OriginalHistory4 #define Prev4Texture OriginalHistory5 #define Prev5Texture OriginalHistory6 #define Prev6Texture OriginalHistory7 #define TEX0 vTexCoord #define COMPAT_TEXTURE(c,d) texture(c,d) void main() { vec3 color = COMPAT_TEXTURE(PrevTexture, TEX0.xy).rgb; color+= COMPAT_TEXTURE(Prev6Texture, TEX0.xy).rgb; color+= COMPAT_TEXTURE(Prev5Texture, TEX0.xy).rgb; color+= COMPAT_TEXTURE(Prev4Texture, TEX0.xy).rgb; color+= COMPAT_TEXTURE(Prev3Texture, TEX0.xy).rgb; color+= COMPAT_TEXTURE(Prev2Texture, TEX0.xy).rgb; color+= COMPAT_TEXTURE(Prev1Texture, TEX0.xy).rgb; FragColor = vec4(color/7.0,1.0); }