#version 450 /* Scale2xPlus shader - Copyright (C) 2007 guest(r) - guest.r@gmail.com - License: GNU-GPL The Scale2x algorithm: - Scale2x Homepage: http://scale2x.sourceforge.net/ - Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni - License: GNU-GPL */ 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; #define saturate(c) clamp(c, 0.0, 1.0) #define lerp(a,b,c) mix(a,b,c) #define mul(a,b) (b*a) #define fmod(c,d) mod(c,d) #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 decal Source #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 texCoord; layout(location = 1) out vec4 t1; layout(location = 2) out vec4 t2; void main() { gl_Position = global.MVP * Position; texCoord = TexCoord; // E float2 ps = float2(params.SourceSize.z, params.SourceSize.w); float dx = ps.x; float dy = ps.y; t1 = TexCoord.xyxy + float4( 0,-dy,-dx, 0); // B, D t2 = TexCoord.xyxy + float4( dx, 0, 0, dy); // F, H } #pragma stage fragment layout(location = 0) in vec2 texCoord; layout(location = 1) in vec4 t1; layout(location = 2) in vec4 t2; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { float2 fp = frac(texCoord*params.SourceSize.xy); // Reading the texels float3 B = tex2D(decal, t1.xy).xyz; float3 D = tex2D(decal, t1.zw).xyz; float3 E = tex2D(decal, texCoord).xyz; float3 F = tex2D(decal, t2.xy).xyz; float3 H = tex2D(decal, t2.zw).xyz; float3 E0 = D == B && B != H && D != F ? D : E; float3 E1 = B == F && B != H && D != F ? F : E; float3 E2 = D == H && B != H && D != F ? D : E; float3 E3 = H == F && B != H && D != F ? F : E; // Product interpolation FragColor = float4((E3*fp.x+E2*(1-fp.x))*fp.y+(E1*fp.x+E0*(1-fp.x))*(1-fp.y),1); }