#version 450 /* Copyright (C) 2007 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float AAOFFSET2; } params; #pragma parameter AAOFFSET2 "AA offset second pass" 0.5 0.25 2.0 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 * 1.00001; } #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() { vec2 texsize = params.SourceSize.xy; float dx = pow(texsize.x, -1.0) * params.AAOFFSET2; float dy = pow(texsize.y, -1.0) * params.AAOFFSET2; vec3 dt = vec3(1.0, 1.0, 1.0); vec2 UL = vTexCoord.xy + vec2(-dx,-dy); vec2 UR = vTexCoord.xy + vec2(dx,-dy); vec2 DL = vTexCoord.xy + vec2(-dx, dy); vec2 DR = vTexCoord.xy + vec2(dx, dy); vec3 c00 = texture(Source, UL).xyz; vec3 c20 = texture(Source, UR).xyz; vec3 c02 = texture(Source, DL).xyz; vec3 c22 = texture(Source, DR).xyz; float m1=dot(abs(c00-c22),dt)+0.001; float m2=dot(abs(c02-c20),dt)+0.001; FragColor = vec4((m1*(c02+c20)+m2*(c22+c00))/(2.0*(m1+m2)),1.0); }