#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } registers; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; /////////////////////////////////////////////////////////////////////////// // // // Gameboy Classic Shader v0.2.2 // // // // Copyright (C) 2013 Harlequin : unknown92835@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 3 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, see . // // // /////////////////////////////////////////////////////////////////////////// #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 vec2 texel; layout(location = 2) out vec2 lower_bound; layout(location = 3) out vec2 upper_bound; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; texel = registers.SourceSize.zw; lower_bound = vec2(0.0); upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0)); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 texel; layout(location = 2) in vec2 lower_bound; layout(location = 3) in vec2 upper_bound; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; /* sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset Raw Gaussian weights: Raw Gaussian weights: 0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0 0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1 0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2 0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3 0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4 0.04566231462789672460813692086928 @position5 sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]: 0.83198140032054115459545312766674 0.74065677106474770537917928592818 Normalizing factor [1 / sum]: Normalizing factor [1 / sum]: 1.2019499469756482251051310195171 1.350153052084338115052273748029 Normalized Gaussian weights: Normalized Gaussian weights: 0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0 0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1 0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2 0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3 0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4 0.05488381664578583445722654373702 @position5 */ void main() { // Define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0); /* Precalculated using the Gaussian function: G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2)) Where sigma = 4.0 and x = offset in range [0, 5] Normalized to 1 to prevent image darkening by multiplying each weight by: 1 / sum(all weights) */ float weights[5] = float[]( 0.13465834124289953661305802732548, 0.13051534237555914090930704141833, 0.11883557904592230273554609080014, 0.10164546793794160274995705611009, 0.08167444001912718529866079800870 ); // Sample the current fragment and apply its weight vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0]; // Iterate across the offsets in both directions sampling texels // and adding their weighted alpha values to the total for (int i = 1; i < 5; i++) { out_color.a += texture(Source, clamp(vTexCoord + vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i]; out_color.a += texture(Source, clamp(vTexCoord - vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i]; } FragColor = out_color; }