#version 330 core // This shader performs upsampling on a texture, // as taken from Call Of Duty method, presented at ACM Siggraph 2014. // Remember to add bilinear minification filter for this texture! // Remember to use a floating-point texture format (for HDR)! // Remember to use edge clamping for this texture! uniform sampler2D srcTexture; uniform float filterRadius; in vec2 texCoord; layout (location = 0) out vec3 upsample; void main() { // The filter kernel is applied with a radius, specified in texture // coordinates, so that the radius will vary across mip resolutions. float x = filterRadius; float y = filterRadius; // Take 9 samples around current texel: // a - b - c // d - e - f // g - h - i // === ('e' is the current texel) === vec3 a = texture(srcTexture, vec2(texCoord.x - x, texCoord.y + y)).rgb; vec3 b = texture(srcTexture, vec2(texCoord.x, texCoord.y + y)).rgb; vec3 c = texture(srcTexture, vec2(texCoord.x + x, texCoord.y + y)).rgb; vec3 d = texture(srcTexture, vec2(texCoord.x - x, texCoord.y)).rgb; vec3 e = texture(srcTexture, vec2(texCoord.x, texCoord.y)).rgb; vec3 f = texture(srcTexture, vec2(texCoord.x + x, texCoord.y)).rgb; vec3 g = texture(srcTexture, vec2(texCoord.x - x, texCoord.y - y)).rgb; vec3 h = texture(srcTexture, vec2(texCoord.x, texCoord.y - y)).rgb; vec3 i = texture(srcTexture, vec2(texCoord.x + x, texCoord.y - y)).rgb; // Apply weighted distribution, by using a 3x3 tent filter: // 1 | 1 2 1 | // -- * | 2 4 2 | // 16 | 1 2 1 | upsample = e*4.0; upsample += (b+d+f+h)*2.0; upsample += (a+c+g+i); upsample *= 1.0 / 16.0; }