#version 450 layout(set = 3, binding = 0) uniform Viewport { ivec2 view; }; layout(set = 2, binding = 0) uniform sampler2D tx; const float PX_RANGE = 4.0f; layout(location = 0) in vec2 uv; layout(location = 1) in vec4 color; layout(location = 0) out vec4 fragColor; float screen_px_range(vec2 uv) { vec2 unit_range = vec2(PX_RANGE)/vec2(textureSize(tx, 0)); vec2 texel_size = vec2(1.0)/fwidth(uv); return max(0.5*dot(unit_range, texel_size), 1.0); } float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } void main() { ivec2 ts = textureSize(tx, 0); vec2 fts = vec2(float(ts.x), float(ts.y)); vec2 real_uv = uv / fts; vec3 msd = texture(tx, real_uv).rgb; float sd = median(msd.r, msd.g, msd.b); float distance = screen_px_range(real_uv)*(sd - 0.5); float opacity = clamp(distance + 0.5, 0.0, 1.0); fragColor = color * opacity; }