#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; /* Author: rsn8887 (based on TheMaister) License: Public domain This is an integer prescale filter that should be combined with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve a smooth scaling result with minimum blur. This is good for pixelgraphics that are scaled by non-integer factors. The prescale factor and texel coordinates are precalculated in the vertex shader for speed. */ #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 precalc_texel; layout(location = 2) out vec2 precalc_scale; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; precalc_scale = max(floor(params.OutputSize.xy / params.SourceSize.xy), vec2(1.0, 1.0)); precalc_texel = vTexCoord * params.SourceSize.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 precalc_texel; layout(location = 2) in vec2 precalc_scale; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec2 texel = precalc_texel; vec2 scale = precalc_scale; vec2 texel_floored = floor(texel); vec2 s = fract(texel); vec2 region_range = 0.5 - 0.5 / scale; // Figure out where in the texel to sample to get correct pre-scaled bilinear. // Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. vec2 center_dist = s - 0.5; vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; vec2 mod_texel = texel_floored + f; FragColor = vec4(texture(Source, mod_texel / params.SourceSize.xy).rgb, 1.0); }