mkxp-z/shader/bicubic.frag
Splendide Imaginarius 8ef08ce5da Lanczos3/bicubic shaders: Only set default precision on GLES
Doing so is noncompliant with desktop GL.
2023-11-14 00:10:10 +00:00

45 lines
2.1 KiB
GLSL

// From https://raw.githubusercontent.com/Sentmoraap/doing-sdl-right/f1a0183692abbd5d899fb432ab8dafe228a4929a/assets/bicubic.frag
// Copyright 2020 Lilian Gimenez (Sentmoraap).
// mkxp-z modifications Copyright 2022-2023 Splendide Imaginarius.
// MIT license.
#ifdef GLSLES
precision highp float;
#endif
uniform sampler2D texture;
uniform vec2 sourceSize;
uniform vec2 texSizeInv;
varying vec2 v_texCoord;
uniform vec2 bc;
void main()
{
vec2 pixel = v_texCoord * sourceSize + 0.5;
vec2 frac = fract(pixel);
vec2 frac2 = frac * frac;
vec2 frac3 = frac * frac2;
vec2 onePixel = texSizeInv;
pixel = floor(pixel) * texSizeInv - onePixel / 2.0;
vec4 colours[4];
// 16 reads, unoptimized but forks for every Mitchell-Netravali filter
for(int i = -1; i <= 2; i++)
{
vec4 p0 = texture2D(texture, pixel + vec2( -onePixel.x, float(i) * onePixel.y)).rgba;
vec4 p1 = texture2D(texture, pixel + vec2( 0, float(i) * onePixel.y)).rgba;
vec4 p2 = texture2D(texture, pixel + vec2( onePixel.x, float(i) * onePixel.y)).rgba;
vec4 p3 = texture2D(texture, pixel + vec2(2.0 * onePixel.x, float(i) * onePixel.y)).rgba;
colours[i + 1] = ((-bc.x / 6.0 - bc . y) * p0 + (- 1.5 * bc.x - bc.y + 2.0) * p1
+ (1.5 * bc.x + bc.y - 2.0) * p2 + (bc.x / 6.0 + bc.y) * p3) * frac3.x
+ ((0.5 * bc.x + 2.0 * bc.y) * p0 + (2.0 * bc.x + bc.y - 3.0) * p1
+ (-2.5 * bc.x - 2.0 * bc.y + 3.0) * p2 - bc.y * p3) * frac2.x
+ ((-0.5 * bc.x - bc.y) * p0 + (0.5 * bc.x + bc.y) * p2) * frac.x
+ p0 * bc.x / 6.0 + (-bc.x / 3.0 + 1.0) * p1 + p2 * bc.x / 6.0;
}
gl_FragColor = ((-bc.x / 6.0 - bc . y) * colours[0] + (- 1.5 * bc.x - bc.y + 2.0) * colours[1]
+ (1.5 * bc.x + bc.y - 2.0) * colours[2] + (bc.x / 6.0 + bc.y) * colours[3]) * frac3.y
+ ((0.5 * bc.x + 2.0 * bc.y) * colours[0] + (2.0 * bc.x + bc.y - 3.0) * colours[1]
+ (-2.5 * bc.x - 2.0 * bc.y + 3.0) * colours[2] - bc.y * colours[3]) * frac2.y
+ ((-0.5 * bc.x - bc.y) * colours[0] + (0.5 * bc.x + bc.y) * colours[2]) * frac.y
+ colours[0] * bc.x / 6.0 + (-bc.x / 3.0 + 1.0) * colours[1] + colours[2] * bc.x / 6.0;
}