#version 450 /* SNES Hires Blend Fix by OV2, Sp00kyFox, hunterk Filter: Nearest Scale: 1x The original shader has the problem that it blends every horizontal pair of adjacent pixels where it should only blend pairwise disjointed pixel pairs instead. */ 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; layout(location = 1) out vec4 t1; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vec2 ps = params.SourceSize.zw; float dx = ps.x; float dy = ps.y; t1 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // L, C, R } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec4 t1; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 c = texture(Source, t1.yw).xyz; vec3 final; if (params.SourceSize.x < 500.0) final = c; else { // pixel location float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x)); // reading the texels vec3 l = texture(Source, t1.xw).xyz; vec3 r = texture(Source, t1.zw).xyz; // output final = (((l.x == c.x)||(r.x == c.x))&&((l.y == c.y)||(r.y == c.y))&&((l.z == c.z)||(r.z == c.z))) ? c : (fp > 0.5 ? mix(c,r,0.5) : mix(c,l,0.5)); } FragColor = vec4(final, 1.0); }