fuckingtech/public/assets/glsl/lygia/sample/bicubic.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

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1.6 KiB
GLSL

#include "../sampler.glsl"
/*
contributors: Patricio Gonzalez Vivo
description: bicubic filter sampling
use: <vec4> sampleBicubic(<SAMPLER_TYPE> tex, <vec2> st, <vec2> texResolution);
options:
- SAMPLER_FNC(TEX, UV)
examples:
- /shaders/sample_filter_bicubic.frag
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef FNC_SAMPLEBICUBIC
#define FNC_SAMPLEBICUBIC
vec4 sampleBicubic(float v) {
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
vec4 o;
o.x = s.x;
o.y = s.y - 4.0 * s.x;
o.z = s.z - 4.0 * s.y + 6.0 * s.x;
o.w = 6.0 - o.x - o.y - o.z;
return o;
}
vec4 sampleBicubic(SAMPLER_TYPE tex, vec2 st, vec2 texResolution) {
vec2 pixel = 1.0 / texResolution;
st = st * texResolution - 0.5;
vec2 fxy = fract(st);
st -= fxy;
vec4 xcubic = sampleBicubic(fxy.x);
vec4 ycubic = sampleBicubic(fxy.y);
vec4 c = st.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 *= pixel.xxyy;
vec4 sample0 = SAMPLER_FNC(tex, offset.xz);
vec4 sample1 = SAMPLER_FNC(tex, offset.yz);
vec4 sample2 = SAMPLER_FNC(tex, offset.xw);
vec4 sample3 = SAMPLER_FNC(tex, 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);
}
#endif