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221 lines
7.5 KiB
221 lines
7.5 KiB
2 months ago
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#version 330
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in vec2 f_texCoord;
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out vec4 fragColor;
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uniform sampler2D tex;
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uniform vec2 min_uv;
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uniform vec2 max_uv;
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float c_x0 = -1.0;
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float c_x1 = 0.0;
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float c_x2 = 1.0;
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float c_x3 = 2.0;
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//=======================================================================================
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vec4 clampedSmaple(sampler2D tex, vec2 uv)
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{
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vec2 clmapedUv = clamp(uv, min_uv, max_uv);
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return texture2D(tex, clmapedUv);
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}
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//=======================================================================================
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vec3 CubicHermite (vec3 A, vec3 B, vec3 C, vec3 D, float t)
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{
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float t2 = t*t;
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float t3 = t*t*t;
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vec3 a = -A/2.0 + (3.0*B)/2.0 - (3.0*C)/2.0 + D/2.0;
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vec3 b = A - (5.0*B)/2.0 + 2.0*C - D / 2.0;
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vec3 c = -A/2.0 + C/2.0;
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vec3 d = B;
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return a*t3 + b*t2 + c*t + d;
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}
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//=======================================================================================
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vec3 BicubicHermiteTextureSample (sampler2D sam, vec2 P, float textureSize)
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{
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float onePixel = (1.0 / textureSize);
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float twoPixels = (2.0 / textureSize);
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vec2 pixel = P * textureSize + 0.5;
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vec2 frac = fract(pixel);
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pixel = floor(pixel) / textureSize - vec2(onePixel/2.0);
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vec3 C00 = clampedSmaple(sam, pixel + vec2(-onePixel ,-onePixel)).rgb;
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vec3 C10 = clampedSmaple(sam, pixel + vec2( 0.0 ,-onePixel)).rgb;
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vec3 C20 = clampedSmaple(sam, pixel + vec2( onePixel ,-onePixel)).rgb;
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vec3 C30 = clampedSmaple(sam, pixel + vec2( twoPixels,-onePixel)).rgb;
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vec3 C01 = clampedSmaple(sam, pixel + vec2(-onePixel , 0.0)).rgb;
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vec3 C11 = clampedSmaple(sam, pixel + vec2( 0.0 , 0.0)).rgb;
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vec3 C21 = clampedSmaple(sam, pixel + vec2( onePixel , 0.0)).rgb;
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vec3 C31 = clampedSmaple(sam, pixel + vec2( twoPixels, 0.0)).rgb;
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vec3 C02 = clampedSmaple(sam, pixel + vec2(-onePixel , onePixel)).rgb;
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vec3 C12 = clampedSmaple(sam, pixel + vec2( 0.0 , onePixel)).rgb;
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vec3 C22 = clampedSmaple(sam, pixel + vec2( onePixel , onePixel)).rgb;
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vec3 C32 = clampedSmaple(sam, pixel + vec2( twoPixels, onePixel)).rgb;
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vec3 C03 = clampedSmaple(sam, pixel + vec2(-onePixel , twoPixels)).rgb;
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vec3 C13 = clampedSmaple(sam, pixel + vec2( 0.0 , twoPixels)).rgb;
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vec3 C23 = clampedSmaple(sam, pixel + vec2( onePixel , twoPixels)).rgb;
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vec3 C33 = clampedSmaple(sam, pixel + vec2( twoPixels, twoPixels)).rgb;
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vec3 CP0X = CubicHermite(C00, C10, C20, C30, frac.x);
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vec3 CP1X = CubicHermite(C01, C11, C21, C31, frac.x);
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vec3 CP2X = CubicHermite(C02, C12, C22, C32, frac.x);
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vec3 CP3X = CubicHermite(C03, C13, C23, C33, frac.x);
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return CubicHermite(CP0X, CP1X, CP2X, CP3X, frac.y);
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}
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//=======================================================================================
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vec3 CubicLagrange (vec3 A, vec3 B, vec3 C, vec3 D, float t)
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{
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return
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A *
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(
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(t - c_x1) / (c_x0 - c_x1) *
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(t - c_x2) / (c_x0 - c_x2) *
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(t - c_x3) / (c_x0 - c_x3)
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) +
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B *
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(
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(t - c_x0) / (c_x1 - c_x0) *
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(t - c_x2) / (c_x1 - c_x2) *
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(t - c_x3) / (c_x1 - c_x3)
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) +
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C *
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(
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(t - c_x0) / (c_x2 - c_x0) *
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(t - c_x1) / (c_x2 - c_x1) *
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(t - c_x3) / (c_x2 - c_x3)
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) +
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D *
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(
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(t - c_x0) / (c_x3 - c_x0) *
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(t - c_x1) / (c_x3 - c_x1) *
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(t - c_x2) / (c_x3 - c_x2)
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);
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}
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//=======================================================================================
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vec3 BicubicLagrangeTextureSample (sampler2D sam, vec2 P, float textureSize)
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{
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float onePixel = (1.0 / textureSize);
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float twoPixels = (2.0 / textureSize);
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vec2 pixel = P * textureSize + 0.5;
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vec2 frac = fract(pixel);
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pixel = floor(pixel) / textureSize - vec2(onePixel/2.0);
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vec3 C00 = clampedSmaple(sam, pixel + vec2(-onePixel ,-onePixel)).rgb;
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vec3 C10 = clampedSmaple(sam, pixel + vec2( 0.0 ,-onePixel)).rgb;
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vec3 C20 = clampedSmaple(sam, pixel + vec2( onePixel ,-onePixel)).rgb;
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vec3 C30 = clampedSmaple(sam, pixel + vec2( twoPixels,-onePixel)).rgb;
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vec3 C01 = clampedSmaple(sam, pixel + vec2(-onePixel , 0.0)).rgb;
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vec3 C11 = clampedSmaple(sam, pixel + vec2( 0.0 , 0.0)).rgb;
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vec3 C21 = clampedSmaple(sam, pixel + vec2( onePixel , 0.0)).rgb;
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vec3 C31 = clampedSmaple(sam, pixel + vec2( twoPixels, 0.0)).rgb;
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vec3 C02 = clampedSmaple(sam, pixel + vec2(-onePixel , onePixel)).rgb;
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vec3 C12 = clampedSmaple(sam, pixel + vec2( 0.0 , onePixel)).rgb;
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vec3 C22 = clampedSmaple(sam, pixel + vec2( onePixel , onePixel)).rgb;
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vec3 C32 = clampedSmaple(sam, pixel + vec2( twoPixels, onePixel)).rgb;
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vec3 C03 = clampedSmaple(sam, pixel + vec2(-onePixel , twoPixels)).rgb;
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vec3 C13 = clampedSmaple(sam, pixel + vec2( 0.0 , twoPixels)).rgb;
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vec3 C23 = clampedSmaple(sam, pixel + vec2( onePixel , twoPixels)).rgb;
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vec3 C33 = clampedSmaple(sam, pixel + vec2( twoPixels, twoPixels)).rgb;
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vec3 CP0X = CubicLagrange(C00, C10, C20, C30, frac.x);
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vec3 CP1X = CubicLagrange(C01, C11, C21, C31, frac.x);
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vec3 CP2X = CubicLagrange(C02, C12, C22, C32, frac.x);
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vec3 CP3X = CubicLagrange(C03, C13, C23, C33, frac.x);
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return CubicLagrange(CP0X, CP1X, CP2X, CP3X, frac.y);
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}
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//=======================================================================================
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vec4 cubic(float v){
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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vec4 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return vec4(x, y, z, w) * (1.0/6.0);
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}
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//=======================================================================================
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vec4 textureBicubic(sampler2D sampler, vec2 texCoords){
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vec2 texSize = textureSize(sampler, 0);
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vec2 invTexSize = 1.0 / texSize;
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texCoords = texCoords * texSize - 0.5;
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vec2 fxy = fract(texCoords);
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texCoords -= fxy;
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vec4 xcubic = cubic(fxy.x);
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vec4 ycubic = cubic(fxy.y);
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vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
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vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
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offset *= invTexSize.xxyy;
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vec4 sample0 = clampedSmaple(sampler, offset.xz);
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vec4 sample1 = clampedSmaple(sampler, offset.yz);
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vec4 sample2 = clampedSmaple(sampler, offset.xw);
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vec4 sample3 = clampedSmaple(sampler, offset.yw);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(
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mix(sample3, sample2, sx), mix(sample1, sample0, sx)
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, sy);
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}
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//=======================================================================================
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vec4 textureNice( sampler2D sam, vec2 uv )
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{
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float textureResolution = float(textureSize(sam,0).x);
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uv = uv*textureResolution + 0.5;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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uv = iuv + fuv*fuv*(3.0-2.0*fuv);
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uv = (uv - 0.5)/textureResolution;
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return clampedSmaple( sam, uv );
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}
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void main(void)
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{
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// fragColor = textureBicubic(tex, f_texCoord.xy);
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// fragColor = texture2D(tex, f_texCoord.xy);
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// fragColor = textureNice(tex, f_texCoord.xy);
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// vec3 color;
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// float textureResolution = float(textureSize(tex,0).x);
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// color = BicubicLagrangeTextureSample(tex, f_texCoord.xy, textureResolution);
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// fragColor = vec4(color, 1.0);
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vec3 color;
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float textureResolution = float(textureSize(tex,0).x);
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color = BicubicHermiteTextureSample(tex, f_texCoord.xy, textureResolution);
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fragColor = vec4(color, 1.0);
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//fragColor = vec4(0.5, 0.7, 0.6, 1);
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}
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