#version 450 //SmuberStep - Like SmoothestStep but even Smoothester //by torridgristle 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; 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 SStep = vTexCoord * params.SourceSize.xy + 0.5; vec2 SStepInt = floor(SStep); vec2 SStepFra = SStep - SStepInt; SStep = ((924*pow(SStepFra,vec2(13)) - 6006*pow(SStepFra,vec2(12)) + 16380*pow(SStepFra,vec2(11)) - 24024*pow(SStepFra,vec2(10)) + 20020*pow(SStepFra,vec2(9)) - 9009*pow(SStepFra,vec2(8)) + 1716*pow(SStepFra,vec2(7))) + SStepInt - 0.5) * params.SourceSize.zw; FragColor = texture(Source, SStep); }