#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; const vec3 dt = vec3(65536.0,256.0,1.0); float GET_RESULT(float A, float B, float C, float D) { return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D))); } float reduce(vec3 color) { return dot(color,dt); } #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; /* Default Vertex shader */ void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec2 OGL2Size = params.SourceSize.xy; vec2 OGL2InvSize = params.SourceSize.zw; // Calculating texel coordinates vec2 OGL2Pos = vTexCoord*OGL2Size.xy; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(OGL2InvSize.x,0.0); vec2 dy = vec2(0.0,OGL2InvSize.y); vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y); vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y); vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize; vec2 pC8 = pC4 + g1; // Reading the texels vec3 C0 = texture(Source,pC4-g1).xyz; vec3 C1 = texture(Source,pC4-dy).xyz; vec3 C2 = texture(Source,pC4-g2).xyz; vec3 D3 = texture(Source,pC4-g2+dx).xyz; vec3 C3 = texture(Source,pC4-dx).xyz; vec3 C4 = texture(Source,pC4).xyz; vec3 C5 = texture(Source,pC4+dx).xyz; vec3 D4 = texture(Source,pC8-g2).xyz; vec3 C6 = texture(Source,pC4+g2).xyz; vec3 C7 = texture(Source,pC4+dy).xyz; vec3 C8 = texture(Source,pC8).xyz; vec3 D5 = texture(Source,pC8+dx).xyz; vec3 D0 = texture(Source,pC4+g2+dy).xyz; vec3 D1 = texture(Source,pC8+g2).xyz; vec3 D2 = texture(Source,pC8+dy).xyz; vec3 D6 = texture(Source,pC8+g1).xyz; vec3 p00,p10,p01,p11; float c0 = reduce(C0);float c1 = reduce(C1); float c2 = reduce(C2);float c3 = reduce(C3); float c4 = reduce(C4);float c5 = reduce(C5); float c6 = reduce(C6);float c7 = reduce(C7); float c8 = reduce(C8);float d0 = reduce(D0); float d1 = reduce(D1);float d2 = reduce(D2); float d3 = reduce(D3);float d4 = reduce(D4); float d5 = reduce(D5);float d6 = reduce(D6); /* Super2xSaI code */ /* Copied from the Dosbox source code */ /* Copyright (C) 2002-2007 The DOSBox Team */ /* License: GNU-GPL */ /* Adapted by guest(r) on 16.4.2007 */ if (c7 == c5 && c4 != c8) { p11 = p01 = C7; } else if (c4 == c8 && c7 != c5) { p11 = p01 = C4; } else if (c4 == c8 && c7 == c5) { float r; r = GET_RESULT(c5,c4,c6,d1); r+= GET_RESULT(c5,c4,c3,c1); r+= GET_RESULT(c5,c4,d2,d5); r+= GET_RESULT(c5,c4,c2,d4); if (r > 0.0) p11 = p01 = C5; else if (r < 0.0) p11 = p01 = C4; else { p11 = p01 = 0.5*(C4+C5); } } else { if (c5 == c8 && c8 == d1 && c7 != d2 && c8 != d0) p11 = 0.25*(3.0*C8+C7); else if (c4 == c7 && c7 == d2 && d1 != c8 && c7 != d6) p11 = 0.25*(3.0*C7+C8); else p11 = 0.5*(C7+C8); if (c5 == c8 && c5 == c1 && c4 != c2 && c5 != c0) p01 = 0.25*(3.0*C5+C4); else if (c4 == c7 && c4 == c2 && c1 != c5 && c4 != d3) p01 = 0.25*(3.0*C4+C5); else p01 = 0.5*(C4+C5); } if (c4 == c8 && c7 != c5 && c3 == c4 && c4 != d2) p10 = 0.5*(C7+C4); else if (c4 == c6 && c5 == c4 && c3 != c7 && c4 != d0) p10 = 0.5*(C7+C4); else p10 = C7; if (c7 == c5 && c4 != c8 && c6 == c7 && c7 != c2) p00 = 0.5*(C7+C4); else if (c3 == c7 && c8 == c7 && c6 != c4 && c7 != c0) p00 = 0.5*(C7+C4); else p00 = C4; // Distributing the final products vec3 color = 0.0.xxx; if (fp.x < 0.50) { if (fp.y < 0.50) color = p00; else color = p10;} else { if (fp.y < 0.50) color = p01; else color = p11;} FragColor = vec4(color, 1.0); }