#version 450 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; #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() { vec3 Sample1 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.0, 0.0)) * params.SourceSize.zw).xyz; vec3 Sample2 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz; vec3 Sample3 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz; vec3 Sample4 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz; vec3 Average = (Sample1+Sample2+Sample3+Sample4)*0.25; float Brightness = 1.0-pow(1.0-max(max(Average.x,Average.y),Average.z),2.0); vec3 Sample2Diff = abs(Sample2-Sample1); float Sample2DiffMax = max(max(Sample2Diff.x,Sample2Diff.y),Sample2Diff.z); vec3 Sample3Diff = abs(Sample3-Sample1); float Sample3DiffMax = max(max(Sample3Diff.x,Sample3Diff.y),Sample3Diff.z); vec3 Sample4Diff = abs(Sample4-Sample1); float Sample4DiffMax = max(max(Sample4Diff.x,Sample4Diff.y),Sample4Diff.z); float DiffLimit = (Brightness * 4.0 + 2.0) / 32.0; Sample2 = mix(Sample1,Sample2,vec3(Sample2DiffMax < DiffLimit)); Sample3 = mix(Sample1,Sample3,vec3(Sample3DiffMax < DiffLimit)); Sample4 = mix(Sample1,Sample4,vec3(Sample4DiffMax < DiffLimit)); vec3 Mixing = Sample1 + Sample2 + Sample3 + Sample4; Mixing *= 0.25; vec3 Result = vec3(Mixing); FragColor = vec4(Result,1.0); }