#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; float PS1_BOX_BLUR_MODE; float PS1_BOX_BLUR_BLEND; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter HSM_BOXBLUR_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter PS1_BOXBLUR_TITLE "[ --- PS1 BOX BLUR --- ]:" 0 0 0.01 0.01 #pragma parameter PS1_BOX_BLUR_MODE " Box Blur ON" 0.0 0.0 1.0 1.0 #define PS1_BOX_BLUR_MODE params.PS1_BOX_BLUR_MODE #pragma parameter PS1_BOX_BLUR_BLEND " Blend Amount" 100 0.0 100 10.0 #define PS1_BOX_BLUR_BLEND params.PS1_BOX_BLUR_BLEND / 100 #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() { vec4 orig_pass_full = texture(Source, vTexCoord); if (PS1_BOX_BLUR_MODE < 0.5) { FragColor = orig_pass_full; return; } vec3 OriginPass = orig_pass_full.xyz;//No blending //Blend 4 pixels together by sampling between them with linear interpolation vec2 SquareBlend = (vTexCoord * params.SourceSize.xy - 0.5) * params.SourceSize.zw; //Blend 2 horizontal pixels together the same way as before vec2 HorizoBlend = (vTexCoord * params.SourceSize.xy - vec2(0.5,0.0)) * params.SourceSize.zw; vec3 SquarePass = texture(Source, SquareBlend).xyz; vec3 HorizoPass = texture(Source, HorizoBlend).xyz; //Edge Detection for SquareBlend vec3 SquareEdge = texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz + texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz + texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz; SquareEdge = abs((SquareEdge / 3.0) - SquarePass); //Try to adjust white / black range so that edges are black and non-edges are white float SquareEdgeMask = 1.0-pow(1.0-pow(1.0-max(SquareEdge.x,max(SquareEdge.y,SquareEdge.z)),30.0),2.0); //Edge Detection for HorizoBlend vec3 HorizoEdge = texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz + texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz + texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz; HorizoEdge = abs((HorizoEdge / 3.0) - HorizoPass); //Try to adjust white / black range so that edges are black and non-edges are white float HorizoEdgeMask = 1.0-pow(1.0-pow(1.0-max(HorizoEdge.x,max(HorizoEdge.y,HorizoEdge.z)),10.0),2.0); //If SquarePass has a detected edge, use HorizoPass vec3 Result = mix(HorizoPass,SquarePass,SquareEdgeMask); //If HorizoPass has a detected edge, use OriginPass Result = mix(OriginPass,Result,HorizoEdgeMask); // It's complete // Blend with Original FragColor = vec4(mix(OriginPass, Result, PS1_BOX_BLUR_BLEND), 1); }