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119 lines
3.4 KiB
Tcsh
119 lines
3.4 KiB
Tcsh
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(set = 0, binding = 0, rgba8) uniform writeonly image2D dstImg;
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layout(set = 0, binding = 3, rgba16f) uniform readonly image2D srcImg;
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layout(push_constant) uniform Params {
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int srcWidth;
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int srcHeight;
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int dstWidth;
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int dstHeight;
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} params;
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float Spline36_0_1(float x) {
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return ((13.0 / 11.0 * x - 453.0 / 209.0) * x - 3.0 / 209.0) * x + 1.0;
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}
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float Spline36_1_2(float x) {
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return ((-6.0 / 11.0 * x + 612.0 / 209.0) * x - 1038.0 / 209.0) * x + 540.0 / 209.0;
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}
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float Spline36_2_3(float x) {
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return ((1.0 / 11.0 * x - 159.0 / 209.0) * x + 434.0 / 209.0) * x - 384.0 / 209.0;
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}
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vec4 readSrc(ivec2 pos) {
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pos = clamp(pos, ivec2(0, 0), ivec2(params.srcWidth - 1, params.srcHeight - 1));
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return imageLoad(srcImg, pos);
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}
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vec4 InterpolateHorizontally(vec2 inputPos, ivec2 inputPosFloor, int dy) {
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float sumOfWeights = 0.0;
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vec4 sumOfWeightedPixel = vec4(0.0);
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float x = inputPos.x - float(inputPosFloor.x - 2);
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float weight = Spline36_2_3(x);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x - 2, inputPosFloor.y + dy));
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x -= 1.0;
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weight = Spline36_1_2(x);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x - 1, inputPosFloor.y + dy));
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x -= 1.0;
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weight = Spline36_0_1(x);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x + 0, inputPosFloor.y + dy));
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x = 1.0 - x;
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weight = Spline36_0_1(x);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x + 1, inputPosFloor.y + dy));
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x += 1.0;
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weight = Spline36_1_2(x);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x + 2, inputPosFloor.y + dy));
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x += 1.0;
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weight = Spline36_2_3(x);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * readSrc(ivec2(inputPosFloor.x + 3, inputPosFloor.y + dy));
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return sumOfWeightedPixel / sumOfWeights;
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}
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vec4 Process(ivec2 outputPos) {
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const vec2 shift = vec2(-0.5, -0.5);
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vec2 inputPos = vec2(outputPos) + shift;
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ivec2 inputPosFloor = ivec2(floor(inputPos));
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float sumOfWeights = 0.0;
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vec4 sumOfWeightedPixel = vec4(0.0);
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float y = inputPos.y - float(inputPosFloor.y - 2);
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float weight = Spline36_2_3(y);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, -2);
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y -= 1.0;
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weight = Spline36_1_2(y);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, -1);
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y -= 1.0;
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weight = Spline36_0_1(y);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, 0);
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y = 1.0 - y;
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weight = Spline36_0_1(y);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, 1);
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y += 1.0;
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weight = Spline36_1_2(y);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, 2);
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y += 1.0;
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weight = Spline36_2_3(y);
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sumOfWeights += weight;
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sumOfWeightedPixel += weight * InterpolateHorizontally(inputPos, inputPosFloor, 3);
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return clamp(sumOfWeightedPixel / sumOfWeights, 0.0, 1.0);
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}
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void main() {
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ivec2 dst = ivec2(gl_GlobalInvocationID.xy);
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if (dst.x >= params.dstWidth || dst.y >= params.dstHeight)
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return;
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imageStore(dstImg, dst, Process(dst));
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}
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