#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); }