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41 lines
897 B
Plaintext
41 lines
897 B
Plaintext
#version 450
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// See dual_filter.inc for copyright and other information.
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#include "dual_filter.inc"
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#include "parameters.inc"
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layout(push_constant) uniform Push {
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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 BLUR_RADIUS;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO {
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mat4 MVP;
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}
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global;
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#pragma stage vertex
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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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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main() {
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const vec2 offset = 0.5 * param.SourceSize.zw * param.BLUR_RADIUS;
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FragColor = vec4(upsample(Source, vTexCoord, offset), 1.0);
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}
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