#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; const vec3 dt = vec3(65536.0,256.0,1.0); float GET_RESULT(float A, float B, float C, float D) { return (sign(abs(A-C)+abs(A-D)) - sign(abs(B-C)+abs(B-D))); } float reduce(vec3 color) { return dot(color,dt); } #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; /* Default Vertex shader */ void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec2 OGL2Size = params.SourceSize.xy; vec2 OGL2InvSize = params.SourceSize.zw; // Calculating texel coordinates vec2 OGL2Pos = vTexCoord.xy*OGL2Size.xy; vec2 fp = fract(OGL2Pos); vec2 g1 = vec2( OGL2InvSize.x,OGL2InvSize.y); vec2 g2 = vec2(-OGL2InvSize.x,OGL2InvSize.y); if ((fp.x >= 0.50) && (fp.y < 0.50)) g2*=-1.0; vec2 pC4 = floor(OGL2Pos)/OGL2Size.xy + 0.5*OGL2InvSize; vec2 pC8 = pC4 + g1; vec2 pC0 = pC4 - g1; vec2 p04 = pC4 - 0.5*g1; vec2 pC3 = p04 + 0.5*g2; vec2 pC1 = pC3 - g2; vec2 pC5 = pC1 + g1; vec2 pC7 = pC3 + g1; // Reading the texels vec3 C0 = texture(Source,pC0 ).xyz; vec3 C1 = texture(Source,pC1 ).xyz; vec3 C2 = texture(Source,pC4-g2).xyz; vec3 C3 = texture(Source,pC3 ).xyz; vec3 C4 = texture(Source,pC4 ).xyz; vec3 C5 = texture(Source,pC5 ).xyz; vec3 D4 = texture(Source,pC8-g2).xyz; vec3 C6 = texture(Source,pC4+g2).xyz; vec3 C7 = texture(Source,pC7 ).xyz; vec3 C8 = texture(Source,pC8 ).xyz; vec3 D5 = texture(Source,pC5+g1).xyz; vec3 D0 = texture(Source,pC7+g2).xyz; vec3 D1 = texture(Source,pC8+g2).xyz; vec3 D2 = texture(Source,pC7+g1).xyz; vec3 p10,p11; float c0 = reduce(C0);float c1 = reduce(C1); float c2 = reduce(C2);float c3 = reduce(C3); float c4 = reduce(C4);float c5 = reduce(C5); float c6 = reduce(C6);float c7 = reduce(C7); float c8 = reduce(C8);float d0 = reduce(D0); float d1 = reduce(D1);float d2 = reduce(D2); float d4 = reduce(D4);float d5 = reduce(D5); /* 2xSaI code */ /* Copied from the Dosbox source code */ /* Copyright (C) 2002-2007 The DOSBox Team */ /* License: GNU-GPL */ /* Adapted by guest(r) on 20.4 and 9.5. 2007 */ if (c4 == c8) { if (c5 != c7) { if (((c4 == c3)&&(c7 == d2))||((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0))) { p10 = C4; } else { p10 = 0.5*(C4+C7); } p11 = C4; } else { if (c4 == c5) { p10 = C4; p11 = C4; } else { float r; r = GET_RESULT(c4,c5,c3,c1); r -= GET_RESULT(c5,c4,d4,c2); r -= GET_RESULT(c5,c4,c6,d1); r += GET_RESULT(c4,c5,d5,d2); if (r > 0.0) p11 = C4; else if (r < 0.0) p11 = C5; else p11 = 0.25*(C4+C5+C7+C8); p10 = 0.5*(C4+C7); } } } else if (c5 == c7) { if (((c7 == c6)&&(c4 == c2))||((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0))) { p10 = C7; } else { p10 = 0.5*(C4+C7); } p11 = C5; } else { p11 = 0.25*(C4+C5+C7+C8); if ((c4 == c5)&&(c4 == c6)&&(c3 != c7)&&(c7 == d0)) { p10 = C4; } else if ((c7 == c3)&&(c7 == c8)&&(c4 != c6)&&(c4 == c0)) { p10 = C7; } else { p10 = 0.5*(C4+C7); } } // Distributing the final products vec3 color; if (fp.x >= 0.5 && fp.y >= 0.5) color = p11; else if (fp.x < 0.5 && fp.y < 0.5) color = C4; else color = p10; FragColor = vec4(color, 1.0); }