#version 450 /* Fragment shader based on "Improved texture interpolation" by Iñigo Quílez Original description: http://www.iquilezles.org/www/articles/texture/texture.htm */ 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 p = vTexCoord.xy; p = p * params.SourceSize.xy + vec2(0.5, 0.5); vec2 i = floor(p); vec2 f = p - i; // Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression! // f = smoothstep(0.0, 1.0, f); // f = f * f * ( -2.0 * f + 3.0); // Quilez - This is sharper than smoothstep. //f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0)); // smootheststep - This is even sharper than Quilez! f = f * f * f * f * (f * (f * (-20.0 * f + vec2(70.0, 70.0)) - vec2(84.0, 84.0)) + vec2(35.0, 35.0)); p = i + f; p = (p - vec2(0.5, 0.5)) * params.SourceSize.zw; // final sum and weight normalization FragColor = vec4(texture(Source, p).rgb, 1.0); }