/* * Copyright (C) 2003 Maxim Stepin ( maxst@hiend3d.com ) * * Copyright (C) 2010 Cameron Zemek ( grom@zeminvaders.net ) * * Copyright (C) 2014 Jules Blok ( jules@aerix.nl ) * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser 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 */ #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; layout(set = 0, binding = 3) uniform sampler2D LUT; layout(set = 0, binding = 4) uniform sampler2D hqx_refpass; void main() { vec2 fp = fract(vTexCoord * registers.SourceSize.xy); vec2 quad = sign(-0.5 + fp); float dx = registers.SourceSize.z; float dy = registers.SourceSize.w; vec3 p1 = texture(hqx_refpass, vTexCoord).rgb; vec3 p2 = texture(hqx_refpass, vTexCoord + vec2(dx, dy) * quad).rgb; vec3 p3 = texture(hqx_refpass, vTexCoord + vec2(dx, 0.0) * quad).rgb; vec3 p4 = texture(hqx_refpass, vTexCoord + vec2(0.0, dy) * quad).rgb; vec3 pixels[4]; pixels[0] = p1.xyz; pixels[1] = p2.xyz; pixels[2] = p3.xyz; pixels[3] = p4.xyz; vec2 index = texture(Source, vTexCoord).xy * vec2(255.0, 15.0 * (SCALE * SCALE)); index.y += dot(floor(fp * SCALE), vec2(1.0, SCALE)); vec2 step = 1.0 / vec2(256.0, 16.0 * (SCALE * SCALE)); vec2 offset = step / 2.0; vec4 weights = texture(LUT, index * step + offset); float sum = dot(weights, vec4(1.0)); vec4 tmp = vec4(float((weights/sum).x), float((weights/sum).y), float((weights/sum).z), float((weights/sum).w)); vec3 res = tmp.x * pixels[0]; res = res + tmp.y * pixels[1]; res = res + tmp.z * pixels[2]; res = res + tmp.w * pixels[3]; FragColor = vec4(res.xyz, 1.0); }