#version 450 /* Copyright (C) 2007 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 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; const float floatpi = 1.5707963267948966192313216916398; const float pi = 3.1415926535897932384626433832795; vec4 l(vec4 x) { vec4 res; res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(pi*floatpi) : sin(x*floatpi)*sin(x*pi)/(x*x); return res; } #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 vec4 t1; layout(location = 2) out vec4 t2; layout(location = 3) out vec4 t3; layout(location = 4) out vec4 t4; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.000001; vec2 ps = params.SourceSize.zw; float dx = ps.x; float dy = ps.y; t1 = vTexCoord.xxyy + vec4( -dx, 0.0, -dy, 0.0); t2 = vTexCoord.xxyy + vec4( dx, 2.0*dx, -dy, 0.0); t3 = vTexCoord.xxyy + vec4( -dx, 0.0, dy, 2.0*dy); t4 = vTexCoord.xxyy + vec4( dx, 2.0*dx, dy, 2.0*dy); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec4 t1; layout(location = 2) in vec4 t2; layout(location = 3) in vec4 t3; layout(location = 4) in vec4 t4; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { mat4x3 pix; vec2 fraction = fract(vTexCoord*params.SourceSize.xy); // calculating texel weights vec4 abcd, pqrs; abcd = l(vec4(1+fraction.x, fraction.x, 1-fraction.x, 2-fraction.x)); pqrs = l(vec4(1+fraction.y, fraction.y, 1-fraction.y, 2-fraction.y)); // reading the texels vec3 c00 = texture(Source, t1.xz).xyz; vec3 c10 = texture(Source, t1.yz).xyz; vec3 c20 = texture(Source, t2.xz).xyz; vec3 c30 = texture(Source, t2.yz).xyz; vec3 c01 = texture(Source, t1.xw).xyz; vec3 c11 = texture(Source, vTexCoord).xyz; vec3 c21 = texture(Source, t2.xw).xyz; vec3 c31 = texture(Source, t2.yw).xyz; vec3 c02 = texture(Source, t3.xz).xyz; vec3 c12 = texture(Source, t3.yz).xyz; vec3 c22 = texture(Source, t4.xz).xyz; vec3 c32 = texture(Source, t4.yz).xyz; vec3 c03 = texture(Source, t3.xw).xyz; vec3 c13 = texture(Source, t3.yw).xyz; vec3 c23 = texture(Source, t4.xw).xyz; vec3 c33 = texture(Source, t4.yw).xyz; pix[0] = mat4x3(-c00, c10, c20, -c30) * abcd; pix[1] = mat4x3( c01, c11, c21, c31) * abcd; pix[2] = mat4x3( c02, c12, c22, c32) * abcd; pix[3] = mat4x3(-c03, c13, c23, -c33) * abcd; // final sum and weight normalization FragColor = vec4(((pix * pqrs))/((dot(abcd, vec4(1.0))*dot(pqrs, vec4(1.0)))-2*(abcd.x+abcd.w)*(pqrs.x+pqrs.w)),1); }