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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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#version 330 |
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in vec2 v_vertex; |
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in vec2 v_texCoord; |
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out vec2 f_texCoord; |
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uniform mat4 transform; |
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void main(void) |
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{ |
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gl_Position = transform * vec4(v_vertex, 0.0, 1.0); |
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f_texCoord = v_texCoord; |
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} |
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