66 lines
1.1 KiB
GLSL
66 lines
1.1 KiB
GLSL
#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float AAOFFSET2;
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}params;
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#pragma parameterAAOFFSET2¡0.50.252.00.05
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layout(std140) uniform UBO
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{
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mat4 MVP;
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}global;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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uniform sampler2D Source;
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void main()
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{
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vec2 texsize = params . SourceSize . xy;
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float dx = pow(texsize . x, - 1.0)* params . AAOFFSET2;
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float dy = pow(texsize . y, - 1.0)* params . AAOFFSET2;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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vec2 UL = vTexCoord . xy + vec2(- dx, - dy);
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vec2 UR = vTexCoord . xy + vec2(dx, - dy);
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vec2 DL = vTexCoord . xy + vec2(- dx, dy);
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vec2 DR = vTexCoord . xy + vec2(dx, dy);
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vec3 c00 = texture(Source, UL). xyz;
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vec3 c20 = texture(Source, UR). xyz;
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vec3 c02 = texture(Source, DL). xyz;
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vec3 c22 = texture(Source, DR). xyz;
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float m1 = dot(abs(c00 - c22), dt)+ 0.001;
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float m2 = dot(abs(c02 - c20), dt)+ 0.001;
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FragColor = vec4((m1 *(c02 + c20)+ m2 *(c22 + c00))/(2.0 *(m1 + m2)), 1.0);
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}
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