mkxp-z/shader/lanczos3.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

53 lines
1.3 KiB
GLSL

// From https://raw.githubusercontent.com/Sentmoraap/doing-sdl-right/93a52a0db0ff2da5066cce12f5b9a2ac62e6f401/assets/lanczos3.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;
float lanczos3(float x)
{
x = max(abs(x), 0.00001);
float val = x * 3.141592654;
return sin(val) * sin(val / 3.0) / (val * val);
}
void main()
{
vec2 pixel = v_texCoord * sourceSize + 0.5;
vec2 frac = fract(pixel);
vec2 onePixel = texSizeInv;
pixel = floor(pixel) * texSizeInv - onePixel / 2.0;
float lanczosX[6];
float sum = 0.0;
for(int x = 0; x < 6; x++)
{
lanczosX[x] = lanczos3(float(x) - 2.0 - frac.x);
sum += lanczosX[x];
}
for(int x = 0; x < 6; x++) lanczosX[x] /= sum;
sum = 0.0;
float lanczosY[6];
for(int y = 0; y < 6; y++)
{
lanczosY[y] = lanczos3(float(y) - 2.0 - frac.y);
sum += lanczosY[y];
}
for(int y = 0; y < 6; y++) lanczosY[y] /= sum;
gl_FragColor = vec4(0);
for(int y = -2; y <= 3; y++)
{
vec4 colour = vec4(0);
for(int x = -2; x <= 3; x++)
colour += texture2D(texture, pixel + vec2(float(x) * onePixel.x, float(y) * onePixel.y)).rgba * lanczosX[x + 2];
gl_FragColor += colour * lanczosY[y + 2];
}
}