RuntimeData/shader/hqfilter.frag

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2020-04-07 19:00:37 +08:00
#version 450 core
layout(binding = 2) uniform sampler2D tex;
layout(location = 0) in vec2 FragmentTexCoord;
layout(location = 0) out vec4 FragColor;
vec4 hqfilter(sampler2D samp, vec2 tc)
{
// Get the size of the texture we'll be sampling from
vec2 texSize = textureSize(samp, 0);
// Scale our input texture coordinates up, move to center of texel
vec2 uvScaled = tc * texSize + 0.5;
// Find integer and fractional parts of texture coordinate
vec2 uvInt = floor(uvScaled);
vec2 uvFrac = fract(uvScaled);
// Replace fractional part of texture coordinate
uvFrac = smoothstep(0.0, 1.0, uvFrac);
// Reassemble texture coordinate, remove bias, and
// scale back to 0.0 - 1.0 ranage
vec2 uv = (uvInt + uvFrac - 0.5) / texSize;
// Regular texture lookup
return texture(samp, uv);
}
void main()
{
FragColor=hqfilter(tex,FragmentTexCoord);
}