#version 330 in vec2 f_texCoord; out vec4 fragColor; uniform sampler2D tex; vec4 cubic(float v){ vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v; vec4 s = n * n * n; float x = s.x; float y = s.y - 4.0 * s.x; float z = s.z - 4.0 * s.y + 6.0 * s.x; float w = 6.0 - x - y - z; return vec4(x, y, z, w) * (1.0/6.0); } vec4 textureBicubic(sampler2D sampler, vec2 texCoords){ vec2 texSize = textureSize(sampler, 0); vec2 invTexSize = 1.0 / texSize; texCoords = texCoords * texSize - 0.5; vec2 fxy = fract(texCoords); texCoords -= fxy; vec4 xcubic = cubic(fxy.x); vec4 ycubic = cubic(fxy.y); vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy; vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s; offset *= invTexSize.xxyy; vec4 sample0 = texture2D(sampler, offset.xz); vec4 sample1 = texture2D(sampler, offset.yz); vec4 sample2 = texture2D(sampler, offset.xw); vec4 sample3 = texture2D(sampler, offset.yw); float sx = s.x / (s.x + s.y); float sy = s.z / (s.z + s.w); return mix( mix(sample3, sample2, sx), mix(sample1, sample0, sx) , sy); } void main(void) { fragColor = textureBicubic(tex, f_texCoord.xy); }