#version 430 core layout(set = 0, binding = 0) uniform texture2D t_src_color; layout(set = 0, binding = 1) uniform sampler s_src_color; layout(set = 0, binding = 2) uniform u_locals { vec2 halfpixel; }; layout(location = 0) in vec2 uv; layout(location = 0) out vec4 tgt_color; vec4 simplesample(vec2 uv) { return textureLod(sampler2D(t_src_color, s_src_color), uv, 0); } // From: https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf vec4 upsample(vec2 uv, vec2 halfpixel) { vec4 sum = simplesample(uv + vec2(-halfpixel.x * 2.0, 0.0)); sum += simplesample(uv + vec2(-halfpixel.x, halfpixel.y)) * 2.0; sum += simplesample(uv + vec2(0.0, halfpixel.y * 2.0)); sum += simplesample(uv + vec2(halfpixel.x, halfpixel.y)) * 2.0; sum += simplesample(uv + vec2(halfpixel.x * 2.0, 0.0)); sum += simplesample(uv + vec2(halfpixel.x, -halfpixel.y)) * 2.0; sum += simplesample(uv + vec2(0.0, -halfpixel.y * 2.0)); sum += simplesample(uv + vec2(-halfpixel.x, -halfpixel.y)) * 2.0; return sum / 12.0; } void main() { tgt_color = upsample(uv, halfpixel); }