#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; vec3 dt = vec3(1.0); #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; float x = 0.5 * global.SourceSize.z; float y = 0.5 * global.SourceSize.w; vec2 dg1 = vec2( x, y); vec2 dg2 = vec2(-x, y); vec2 dx = vec2(x, 0.0); vec2 dy = vec2(0.0, y); t1 = vec4(vTexCoord - dg1, vTexCoord - dy); t2 = vec4(vTexCoord - dg2, vTexCoord + dx); t3 = vec4(vTexCoord + dg1, vTexCoord + dy); t4 = vec4(vTexCoord + dg2, vTexCoord - dx); } #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; float mx = 0.325; // start smoothing wt. float k = -0.250; // wt. decrease factor float max_w = 0.25; // max filter weigth float min_w =-0.05; // min filter weigth float lum_add = 0.25; // affects smoothing void main() { vec3 c00 = texture(Source, t1.xy).xyz; vec3 c10 = texture(Source, t1.zw).xyz; vec3 c20 = texture(Source, t2.xy).xyz; vec3 c01 = texture(Source, t4.zw).xyz; vec3 c11 = texture(Source, vTexCoord).xyz; vec3 c21 = texture(Source, t2.zw).xyz; vec3 c02 = texture(Source, t4.xy).xyz; vec3 c12 = texture(Source, t3.zw).xyz; vec3 c22 = texture(Source, t3.xy).xyz; float md1 = dot(abs(c00 - c22), dt); float md2 = dot(abs(c02 - c20), dt); float w1 = dot(abs(c22 - c11), dt) * md2; float w2 = dot(abs(c02 - c11), dt) * md1; float w3 = dot(abs(c00 - c11), dt) * md2; float w4 = dot(abs(c20 - c11), dt) * md1; float t1 = w1 + w3; float t2 = w2 + w4; float ww = max(t1, t2) + 0.0001; c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww); float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add); float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add); w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w); w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w); w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w); w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w); FragColor = vec4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0); }