#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float INTERNAL_RES; } params; #pragma parameter INTERNAL_RES "Internal Resolution" 1.0 1.0 8.0 1.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; const vec3 dt = vec3(1.0,1.0,1.0); vec3 texture2d_(sampler2D tex, vec2 coord, vec4 yx) { vec3 s00 = texture(tex, coord + yx.zw).xyz; vec3 s20 = texture(tex, coord + yx.xw).xyz; vec3 s22 = texture(tex, coord + yx.xy).xyz; vec3 s02 = texture(tex, coord + yx.zy).xyz; float m1=dot(abs(s00-s22),dt)+0.001; float m2=dot(abs(s02-s20),dt)+0.001; return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); } #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; void main() { // Calculating texel coordinates vec2 size = 4.0 * params.SourceSize.xy / params.INTERNAL_RES; // vec2 size = X * (params.OutputSize.xy * params.SourceSize.zw) * params.SourceSize.xy; vec2 inv_size = 1.0 / size; vec4 yx = vec4(inv_size, -inv_size); vec2 OGL2Pos = vTexCoord * size; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(inv_size.x,0.0); vec2 dy = vec2(0.0, inv_size.y); vec2 g1 = vec2(inv_size.x,inv_size.y); vec2 g2 = vec2(-inv_size.x,inv_size.y); vec2 pC4 = floor(OGL2Pos) * 1.0001 * inv_size; // Reading the texels vec3 C1 = texture2d_(Source, pC4 - dy, yx); vec3 C0 = texture2d_(Source, pC4 - g1, yx); vec3 C2 = texture2d_(Source, pC4 - g2, yx); vec3 C3 = texture2d_(Source, pC4 - dx, yx); vec3 C4 = texture2d_(Source, pC4 , yx); vec3 C5 = texture2d_(Source, pC4 + dx, yx); vec3 C6 = texture2d_(Source, pC4 + g2, yx); vec3 C7 = texture2d_(Source, pC4 + dy, yx); vec3 C8 = texture2d_(Source, pC4 + g1, yx); vec3 ul, ur, dl, dr; float m1, m2; m1 = dot(abs(C0-C4),dt)+0.001; m2 = dot(abs(C1-C3),dt)+0.001; ul = (m2*(C0+C4)+m1*(C1+C3))/(m1+m2); m1 = dot(abs(C1-C5),dt)+0.001; m2 = dot(abs(C2-C4),dt)+0.001; ur = (m2*(C1+C5)+m1*(C2+C4))/(m1+m2); m1 = dot(abs(C3-C7),dt)+0.001; m2 = dot(abs(C6-C4),dt)+0.001; dl = (m2*(C3+C7)+m1*(C6+C4))/(m1+m2); m1 = dot(abs(C4-C8),dt)+0.001; m2 = dot(abs(C5-C7),dt)+0.001; dr = (m2*(C4+C8)+m1*(C5+C7))/(m1+m2); vec3 c11 = 0.5*((dr*fp.x+dl*(1-fp.x))*fp.y+(ur*fp.x+ul*(1-fp.x))*(1-fp.y) ); FragColor = vec4(c11, 1.0); }