citra/src/video_core/host_shaders/texture_filtering/bicubic.frag

57 lines
1.5 KiB
GLSL

// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
//? #version 330
precision mediump float;
layout(location = 0) in vec2 tex_coord;
layout(location = 0) out vec4 frag_color;
layout(binding = 0) uniform sampler2D input_texture;
// from http://www.java-gaming.org/index.php?topic=35123.0
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 tex_sampler, vec2 texCoords) {
vec2 texSize = vec2(textureSize(tex_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 = texture(tex_sampler, offset.xz);
vec4 sample1 = texture(tex_sampler, offset.yz);
vec4 sample2 = texture(tex_sampler, offset.xw);
vec4 sample3 = texture(tex_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() {
frag_color = textureBicubic(input_texture, tex_coord);
}