#version 450 // Pixellate Shader // Copyright (c) 2011, 2012 Fes // Permission to use, copy, modify, and/or distribute this software for any // purpose with or without fee is hereby granted, provided that the above // copyright notice and this permission notice appear in all copies. // THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES // WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF // MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY // SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES // WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN // ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR // IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. // (Fes gave their permission to have this shader distributed under this // licence in this forum post: // http://board.byuu.org/viewtopic.php?p=57295#p57295 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; float INTERPOLATE_IN_LINEAR_GAMMA; } global; #pragma parameter INTERPOLATE_IN_LINEAR_GAMMA "Linear Gamma Weight" 1.0 0.0 1.0 1.0 #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 main() { vec2 texelSize = global.SourceSize.zw; vec2 range = vec2(abs(global.SourceSize.x / (global.OutputSize.x * global.SourceSize.x)), abs(global.SourceSize.y / (global.OutputSize.y * global.SourceSize.y))); range = range / 2.0 * 0.999; float left = vTexCoord.x - range.x; float top = vTexCoord.y + range.y; float right = vTexCoord.x + range.x; float bottom = vTexCoord.y - range.y; vec3 topLeftColor; vec3 bottomRightColor; vec3 bottomLeftColor; vec3 topRightColor; if (global.INTERPOLATE_IN_LINEAR_GAMMA > 0.5){ topLeftColor = pow(texture(Source, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize).rgb, vec3(2.2)); bottomRightColor = pow(texture(Source, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize).rgb, vec3(2.2)); bottomLeftColor = pow(texture(Source, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize).rgb, vec3(2.2)); topRightColor = pow(texture(Source, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize).rgb, vec3(2.2)); }else{ topLeftColor = texture(Source, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize).rgb; bottomRightColor = texture(Source, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize).rgb; bottomLeftColor = texture(Source, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize).rgb; topRightColor = texture(Source, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize).rgb;} vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top)); float totalArea = 4.0 * range.x * range.y; vec3 averageColor; averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor; averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor; averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor; averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor; FragColor = (global.INTERPOLATE_IN_LINEAR_GAMMA > 0.5) ? vec4(pow(averageColor, vec3(1.0 / 2.2)), 1.0) : vec4(averageColor, 1.0); }