#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 OriginPass = texture(Source, vTexCoord).xyz; //Get blended textures by offsetting between 4 pixels. vec3 SquarePass1 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.5, 0.5)) * params.SourceSize.zw).xyz; vec3 SquarePass2 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2(-0.5,-0.5)) * params.SourceSize.zw).xyz; vec3 SquarePass3 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2(-0.5, 0.5)) * params.SourceSize.zw).xyz; vec3 SquarePass4 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.5,-0.5)) * params.SourceSize.zw).xyz; //Which SquarePass is closest to the OriginPass? vec3 SquarePass1Diff = abs(SquarePass1 - OriginPass); vec3 SquarePass2Diff = abs(SquarePass2 - OriginPass); vec3 SquarePass3Diff = abs(SquarePass3 - OriginPass); vec3 SquarePass4Diff = abs(SquarePass4 - OriginPass); float SquarePass1DiffAvg = (SquarePass1Diff.x + SquarePass1Diff.y + SquarePass1Diff.z) / 3.0; float SquarePass2DiffAvg = (SquarePass2Diff.x + SquarePass2Diff.y + SquarePass2Diff.z) / 3.0; float SquarePass3DiffAvg = (SquarePass3Diff.x + SquarePass3Diff.y + SquarePass3Diff.z) / 3.0; float SquarePass4DiffAvg = (SquarePass4Diff.x + SquarePass4Diff.y + SquarePass4Diff.z) / 3.0; float SquarePassDiffAvgMin = min(SquarePass1DiffAvg,min(SquarePass2DiffAvg,min(SquarePass3DiffAvg,SquarePass4DiffAvg))); vec3 SquarePass = float(SquarePassDiffAvgMin == SquarePass1DiffAvg) * float(SquarePass1DiffAvg != SquarePass2DiffAvg) * float(SquarePass1DiffAvg != SquarePass3DiffAvg) * float(SquarePass1DiffAvg != SquarePass4DiffAvg) * SquarePass1 + float(SquarePassDiffAvgMin == SquarePass2DiffAvg) * float(SquarePass2DiffAvg != SquarePass3DiffAvg) * float(SquarePass2DiffAvg != SquarePass4DiffAvg) * SquarePass2 + float(SquarePassDiffAvgMin == SquarePass3DiffAvg) * float(SquarePass3DiffAvg != SquarePass4DiffAvg) * SquarePass3 + float(SquarePassDiffAvgMin == SquarePass4DiffAvg) * SquarePass4; //How different is the blended texture from the original texture? //The difference between the least different and most different SquarePasses returns edges. vec3 SquareCompareMin = min(SquarePass1Diff,min(SquarePass2Diff,min(SquarePass3Diff,SquarePass4Diff))); vec3 SquareCompareMax = max(SquarePass1Diff,max(SquarePass2Diff,max(SquarePass3Diff,SquarePass4Diff))); vec3 SquareCompareBoth = abs(SquareCompareMin - SquareCompareMax); float SquareCompare = max(SquareCompareBoth.x,max(SquareCompareBoth.y,SquareCompareBoth.z)); //Turn a range of the comparison result into a mask. 2.5 just happens to work well, it's not set in stone or anything. float SquareMask = 1.0-pow(1.0-min(max(SquareCompare*2.5,0.0),1.0),2.0); //Blend it all together vec3 Result = mix(SquarePass,OriginPass,SquareMask); //Result = vec3(SquareMask); FragColor = vec4(Result,1.0); }