#version 450 // ported from ReShade 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() { //Declare parameters //pixelSize vec4 c0 = params.SourceSize.xyzw; //textureSize const vec4 c1 = params.SourceSize.xyzw; //viewSize const vec4 c2 = params.OutputSize.xyzw; //texDiffuse const vec4 c3 = vec4(-1., 0.5, 1.25, 0.); const vec4 c4 = vec4(0.5, -0.5, 1.5, -3.); const vec4 c5 = vec4(-1., 1., -2., 2.); const vec4 c6 = vec4(-3., -8., 720., 0.166666672); const vec4 c7 = vec4(-0.333000004, -0.666000009, 0.899999976, 1.20000005); const vec4 c8 = vec4(1.5, 0.5, 2.5, 0.899999976); //Declare registers vec4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9; //Code starts here vec4 v0 = vTexCoord.xyyy; //dcl_2d s0 r0.z = c3.w; r1.x = 1.0 / c0.x; r1.y = 1.0 / c0.y; r1.xy = (r1 * c1).xy; r1.xy = (r1 * v0).xy; r2.x = 1.0 / c1.x; r2.y = 1.0 / c1.y; r1.zw = (r2.xyxy * c0.xyxy).zw; r1.zw = (r1 * r1.xyxy).zw; r1.xy = (r1 * c2).xy; r2.zw = (r1 * c1.xyxy).zw; r2.zw = fract(r2).zw; r0.xy = (-r2.zwzw).xy; r3.xy = (r1.zwzw * c1 + r0.xzzw).xy; r4.yz = (r1.xzww * c1.xxyw + r0.xzyw).yz; r3.z = r0.y + r3.y; r5 = r3.xzxz + -c4.zyxy; r3 = r3.xzxz + c8.xyzy; r3 = r2.xyxy * r3; r5 = r2.xyxy * r5; r6 = texture(Source, r5.zw); r5 = texture(Source, r5.xy); r5.xyz = (r5 * c3.zzzz).xyz; r7 = r1.zwzw * c1.xyxy + r0.xyxy; r0.zw = (r1 * c1.xyxy + - r7).zw; r8.x = c3.x; r1.zw = (r1 * c1.xyxy + r8.xxxx).zw; r1.zw = (r0.xyxy + r1).zw; r4.x = r0.x + r4.y; r4 = r4.xzxz + c4.xyxz; r4 = r2.xyxy * r4; r0.xy = (r1.zwzw + c3.yyyy).xy; r0.xy = (r2 * r0).xy; r8 = texture(Source, r0.xy); r8.xyz = (r8 * c3.zzzz).xyz; r0.xy = (r0.zwzw + -c3.yyyy).xy; r9 = -r0.xxxx + c5; r9 = r9 * r9; r9 = r9 * c4.wwww; r0.z = pow(2, r9.x); r6.xyz = (r6 * r0.zzzz).xyz; r6.xyz = (r6 * c3.zzzz).xyz; r0.w = pow(2, r9.z); r5.xyz = (r5 * r0.wwww + r6).xyz; r0.w = r0.z + r0.w; r6 = r7.zwzw + c4.zyxx; r7 = r7 + c4.yzzz; r7 = r2.xyxy * r7; r2 = r2.xyxy * r6; r6 = texture(Source, r2.zw); r2 = texture(Source, r2.xy); r2.xyz = (r2 * c3.zzzz).xyz; r1.zw = (r0.xyxy * r0.xyxy).zw; r0.xy = (-r0.yyyy + c5).xy; r0.xy = (r0 * r0).xy; r0.xy = (r0 * c6.yyyy).xy; r1.zw = (r1 * c6.xyxy).zw; r1.z = pow(2, r1.z); r1.w = pow(2, r1.w); r6.xyz = (r6 * r1.zzzz).xyz; r5.xyz = (r6 * c3.zzzz + r5).xyz; r6 = texture(Source, r3.xy); r3 = texture(Source, r3.zw); r3.xyz = (r3 * c3.zzzz).xyz; r2.w = pow(2, r9.y); r3.w = pow(2, r9.w); r6.xyz = (r6 * r2.wwww).xyz; r5.xyz = (r6 * c3.zzzz + r5).xyz; r3.xyz = (r3 * r3.wwww + r5).xyz; r0.w = r0.w + r1.z; r0.w = r2.w + r0.w; r0.w = r3.w + r0.w; r0.w = 1.0 / r0.w; r3.xyz = (r0.wwww * r3).xyz; r3.xyz = (r1.wwww * r3).xyz; r5 = texture(Source, r4.xy); r4 = texture(Source, r4.zw); r4.xyz = (r1.zzzz * r4).xyz; r4.xyz = (r4 * c3.zzzz).xyz; r5.xyz = (r5 * c3.zzzz).xyz; r5.xyz = (r1.zzzz * r5).xyz; r0.w = r0.z + r1.z; r0.w = r2.w + r0.w; r0.w = 1.0 / r0.w; r5.xyz = (r8 * r0.zzzz + r5).xyz; r2.xyz = (r2 * r2.wwww + r5).xyz; r2.xyz = (r0.wwww * r2).xyz; r0.x = pow(2, r0.x); r0.y = pow(2, r0.y); r2.xyz = (r2 * r0.xxxx + r3).xyz; r3 = texture(Source, r7.xy); r5 = texture(Source, r7.zw); r5.xyz = (r2.wwww * r5).xyz; r3.xyz = (r0.zzzz * r3).xyz; r3.xyz = (r3 * c3.zzzz + r4).xyz; r3.xyz = (r5 * c3.zzzz + r3).xyz; r0.xzw = (r0.wwww * r3.xyyz).xzw; r0.xyz = (r0.xzww * r0.yyyy + r2).xyz; r1.zw = fract(r1.xyxy).zw; r1.xy = (-r1.zwzw + r1).xy; r1.xy = (r1 + c3.yyyy).xy; r0.w = (r1.y * -c4.w + r1.x); r0.w = r0.w * c6.w; r0.w = fract(r0.w); r1.xy = (r0.wwww + c7).xy; r2.yz = (r1.y >= 0 ? c7.xzww : c7.xwzw).yz; r2.x = c8.w; r1.xyz = (r1.x >= 0 ? r2 : c7.wzzw).xyz; r1.xyz = (r0 * r1).xyz; r2.z = c6.z; r0.w = r2.z + -c2.y; FragColor.xyz = (r0.w >= 0 ? r0 : r1).xyz; FragColor.w = -c3.x; }