diff --git a/hqx/pass2.inc b/hqx/pass2.inc new file mode 100644 index 00000000..e811ff52 --- /dev/null +++ b/hqx/pass2.inc @@ -0,0 +1,78 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; +} registers; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +/* +* Copyright (C) 2003 Maxim Stepin ( maxst@hiend3d.com ) +* +* Copyright (C) 2010 Cameron Zemek ( grom@zeminvaders.net ) +* +* Copyright (C) 2014 Jules Blok ( jules@aerix.nl ) +* +* This program is free software; you can redistribute it and/or +* modify it under the terms of the GNU Lesser General Public +* License as published by the Free Software Foundation; either +* version 2.1 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 +* Lesser General Public License for more details. +* +* You should have received a copy of the GNU Lesser 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 +*/ + +#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; +layout(set = 0, binding = 3) uniform sampler2D LUT; + +void main() +{ + vec2 fp = fract(vTexCoord * registers.SourceSize.xy); + vec2 quad = sign(-0.5 + fp); + + float dx = registers.SourceSize.z; + float dy = registers.SourceSize.w; + + vec3 p1 = texture(Original, vTexCoord).rgb; + vec3 p2 = texture(Original, vTexCoord + vec2(dx, dy) * quad).rgb; + vec3 p3 = texture(Original, vTexCoord + vec2(dx, 0.0) * quad).rgb; + vec3 p4 = texture(Original, vTexCoord + vec2(0.0, dy) * quad).rgb; + vec4x3 pixels = vec4x3(p1, p2, p3, p4); + + vec2 index = texture(Source, vTexCoord).xy * vec2(255.0, 15.0 * (SCALE * SCALE)); + index.y += dot(floor(fp * SCALE), vec2(1.0, SCALE)); + + vec2 step = 1.0 / vec2(256.0, 16.0 * (SCALE * SCALE)); + vec2 offset = step / 2.0; + vec4 weights = texture(LUT, index * step + offset); + float sum = dot(weights, vec4(1.0)); + vec3 res = transpose(pixels) * (weights / sum); + + FragColor = vec4(res, 1.0); +}