#version 450 /* Copyright (C) 2016 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. */ layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } 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; /* VERTEX_SHADER */ void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec2 tex = vTexCoord; //vec2 texsize = IN.texture_size; float dx = 0.25*params.SourceSize.z; float dy = 0.25*params.SourceSize.w; vec3 dt = vec3(1.0, 1.0, 1.0); vec4 yx = vec4(dx, dy, -dx, -dy); vec4 xh = yx*vec4(3.0, 1.0, 3.0, 1.0); vec4 yv = yx*vec4(1.0, 3.0, 1.0, 3.0); vec3 c11 = texture(Source, tex ).xyz; vec3 s00 = texture(Source, tex + yx.zw).xyz; vec3 s20 = texture(Source, tex + yx.xw).xyz; vec3 s22 = texture(Source, tex + yx.xy).xyz; vec3 s02 = texture(Source, tex + yx.zy).xyz; vec3 h00 = texture(Source, tex + xh.zw).xyz; vec3 h20 = texture(Source, tex + xh.xw).xyz; vec3 h22 = texture(Source, tex + xh.xy).xyz; vec3 h02 = texture(Source, tex + xh.zy).xyz; vec3 v00 = texture(Source, tex + yv.zw).xyz; vec3 v20 = texture(Source, tex + yv.xw).xyz; vec3 v22 = texture(Source, tex + yv.xy).xyz; vec3 v02 = texture(Source, tex + yv.zy).xyz; float m1 = 1.0/(dot(abs(s00 - s22), dt) + 0.00001); float m2 = 1.0/(dot(abs(s02 - s20), dt) + 0.00001); float h1 = 1.0/(dot(abs(s00 - h22), dt) + 0.00001); float h2 = 1.0/(dot(abs(s02 - h20), dt) + 0.00001); float h3 = 1.0/(dot(abs(h00 - s22), dt) + 0.00001); float h4 = 1.0/(dot(abs(h02 - s20), dt) + 0.00001); float v1 = 1.0/(dot(abs(s00 - v22), dt) + 0.00001); float v2 = 1.0/(dot(abs(s02 - v20), dt) + 0.00001); float v3 = 1.0/(dot(abs(v00 - s22), dt) + 0.00001); float v4 = 1.0/(dot(abs(v02 - s20), dt) + 0.00001); vec3 t1 = 0.5*(m1*(s00 + s22) + m2*(s02 + s20))/(m1 + m2); vec3 t2 = 0.5*(h1*(s00 + h22) + h2*(s02 + h20) + h3*(h00 + s22) + h4*(h02 + s20))/(h1 + h2 + h3 + h4); vec3 t3 = 0.5*(v1*(s00 + v22) + v2*(s02 + v20) + v3*(v00 + s22) + v4*(v02 + s20))/(v1 + v2 + v3 + v4); float k1 = 1.0/(dot(abs(t1 - c11), dt) + 0.00001); float k2 = 1.0/(dot(abs(t2 - c11), dt) + 0.00001); float k3 = 1.0/(dot(abs(t3 - c11), dt) + 0.00001); FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1 + k2 + k3), 1.0); }