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

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GLSL

#include "../math/cubic.glsl"
#include "../math/quintic.glsl"
#include "../sampler.glsl"
/*
contributors: Inigo Quiles
description: avoid the ugly artifacts of bilinear texture filtering. You can find more information here https://iquilezles.org/articles/texture
use: <vec4> sampleSmooth(<SAMPLER_TYPE> tex, <vec2> st, <vec2> texResolution)
options:
- SAMPLER_FNC(TEX, UV): nan
- SAMPLESMOOTH_POLYNOMIAL: cubic or quartic
examples:
- /shaders/sample_filter_nearest.frag
*/
#ifndef SAMPLESMOOTH_POLYNOMIAL
#define SAMPLESMOOTH_POLYNOMIAL cubic
#endif
#ifndef FNC_SAMPLESMOOTH
#define FNC_SAMPLESMOOTH
vec4 sampleSmooth(SAMPLER_TYPE tex, vec2 st, vec2 texResolution) {
st *= texResolution + 0.5;
vec2 fst = fract( st );
st = floor( st );
st += SAMPLESMOOTH_POLYNOMIAL(fst);
st = (st - 0.5) / texResolution;
return SAMPLER_FNC( tex, st );
}
#endif