79 lines
1.3 KiB
GLSL
79 lines
1.3 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 AA_RESOLUTION_X;
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float AA_RESOLUTION_Y;
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}params;
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#pragma parameterAA_RESOLUTION_X¡0.00.01920.01.0
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#pragma parameterAA_RESOLUTION_Y¡0.00.01920.01.0
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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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vec3 dt = vec3(1, 1, 1);
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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void main()
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{
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gl_Position = global . MVP * Position;
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vTexCoord = TexCoord;
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vec2 ps = vec2(1.0 /((params . AA_RESOLUTION_X == 0)? params . SourceSize . x : params . AA_RESOLUTION_X), 1.0 /((params . AA_RESOLUTION_Y == 0)? params . SourceSize . y : params . AA_RESOLUTION_Y));
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float dx = ps . x * 0.5;
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float dy = ps . y * 0.5;
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t1 . xy = vTexCoord + vec2(- dx, 0);
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t2 . xy = vTexCoord + vec2(dx, 0);
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t3 . xy = vTexCoord + vec2(0, - dy);
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t4 . xy = vTexCoord + vec2(0, dy);
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t1 . zw = vTexCoord + vec2(- dx, - dy);
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t2 . zw = vTexCoord + vec2(- dx, dy);
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t3 . zw = vTexCoord + vec2(dx, - dy);
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t4 . zw = vTexCoord + vec2(dx, dy);
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}
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