#version 450 //https://www.desmos.com/calculator/3zhzwbfrxd layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float sharpness; } params; #pragma parameter sharpness "Sharpness" 0.4 0.001 0.95 0.05 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; 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; vec2 f(vec2 x, float n) { float c = 2 / (1-params.sharpness) - 1; return pow(x,vec2(c)) / pow(n,c-1); } void main() { vec2 SStep = vTexCoord * params.SourceSize.xy + 0.5; vec2 SStepInt = floor(SStep); vec2 SStepFra = SStep - SStepInt; vec2 f0 = f(SStepFra,0.5); vec2 f2 = 1-f(1-SStepFra,0.5); SStep = ((mix(f0,f2,greaterThanEqual(SStepFra,vec2(0.5)))) + SStepInt - 0.5) * params.SourceSize.zw; FragColor = texture(Source, SStep); }