slang-shaders/blurs/shaders/dual_filter/upsample.slang

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#version 450
// See dual_filter.inc for copyright and other information.
#include "dual_filter.inc"
#include "parameters.inc"
layout(push_constant) uniform Push {
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BLUR_RADIUS;
}
param;
layout(std140, set = 0, binding = 0) uniform UBO {
mat4 MVP;
}
global;
#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;
void main() {
const vec2 offset = 0.5 * param.SourceSize.zw * param.BLUR_RADIUS;
FragColor = vec4(upsample(Source, vTexCoord, offset), 1.0);
}