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56 lines
1.3 KiB
56 lines
1.3 KiB
11 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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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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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 = texture2D(sampler, offset.xz);
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vec4 sample1 = texture2D(sampler, offset.yz);
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vec4 sample2 = texture2D(sampler, offset.xw);
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vec4 sample3 = texture2D(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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void main(void)
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{
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fragColor = textureBicubic(tex, f_texCoord.xy);
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}
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