#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float AA_RESOLUTION_X; float AA_RESOLUTION_Y; } params; #pragma parameter AA_RESOLUTION_X "AA Input Res X" 0.0 0.0 1920.0 1.0 #pragma parameter AA_RESOLUTION_Y "AA Input Res Y" 0.0 0.0 1920.0 1.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; /* Copyright (C) 2006 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* The AdvancedAA shader is well used to: - AA 2xscaled gfx. to its 4x absolute size, - AA hi-res "screens" (640x480) to their 2x size or, - AA gfx. back to it's original size (looks nice above 640x480, set scaling to 1.0) */ #define AA_RESOLUTION_X_DEF params.SourceSize.x #define AA_RESOLUTION_Y_DEF params.SourceSize.y vec3 dt = vec3(1,1,1); #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; layout(location = 2) out vec4 t2; layout(location = 3) out vec4 t3; layout(location = 4) out vec4 t4; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vec2 ps = vec2(1.0/((params.AA_RESOLUTION_X == 0) ? AA_RESOLUTION_X_DEF : params.AA_RESOLUTION_X), 1.0/((params.AA_RESOLUTION_Y == 0) ? AA_RESOLUTION_Y_DEF : params.AA_RESOLUTION_Y)); float dx = ps.x*0.5; float dy = ps.y*0.5; t1.xy = vTexCoord + vec2(-dx, 0); t2.xy = vTexCoord + vec2( dx, 0); t3.xy = vTexCoord + vec2( 0,-dy); t4.xy = vTexCoord + vec2( 0, dy); t1.zw = vTexCoord + vec2(-dx,-dy); t2.zw = vTexCoord + vec2(-dx, dy); t3.zw = vTexCoord + vec2( dx,-dy); t4.zw = vTexCoord + vec2( dx, dy); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec4 t1; layout(location = 2) in vec4 t2; layout(location = 3) in vec4 t3; layout(location = 4) in vec4 t4; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 c00 = texture(Source, t1.zw).xyz; vec3 c10 = texture(Source, t3.xy).xyz; vec3 c20 = texture(Source, t3.zw).xyz; vec3 c01 = texture(Source, t1.xy).xyz; vec3 c11 = texture(Source, vTexCoord).xyz; vec3 c21 = texture(Source, t2.xy).xyz; vec3 c02 = texture(Source, t2.zw).xyz; vec3 c12 = texture(Source, t4.xy).xyz; vec3 c22 = texture(Source, t4.zw).xyz; float d1=dot(abs(c00-c22),dt)+0.0001; float d2=dot(abs(c20-c02),dt)+0.0001; float hl=dot(abs(c01-c21),dt)+0.0001; float vl=dot(abs(c10-c12),dt)+0.0001; float k1=0.5*(hl+vl); float k2=0.5*(d1+d2); vec3 t1=(hl*(c10+c12)+vl*(c01+c21)+k1*c11)/(2.5*(hl+vl)); vec3 t2=(d1*(c20+c02)+d2*(c00+c22)+k2*c11)/(2.5*(d1+d2)); k1=dot(abs(t1-c11),dt)+0.0001; k2=dot(abs(t2-c11),dt)+0.0001; FragColor = vec4((k1*t2+k2*t1)/(k1+k2),1); }