ProjectArcade
76 строк · 2.4 Кб
1// Bicubic upscaling shader.
2// Implements Mitchell-Netravali class filters (aka BC-splines), see:
3// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters .
4
5#ifdef GL_ES
6precision mediump float;
7precision mediump int;
8#endif
9
10uniform sampler2D sampler0;
11varying vec2 v_position;
12
13uniform vec2 u_texelDelta;
14uniform vec2 u_pixelDelta;
15
16uniform vec4 u_setting;
17// Shader parameters (somewhat poorly named):
18// u_setting.x - Sharpness
19// u_setting.y - Anisotropy
20// from which filter coefficients are computed as
21// B = 1 - Sharpness + 0.5*Anisotropy
22// C = 0.5 * Sharpness + Anisotropy
23
24// Note: some popular filters are
25// B-spline - B=1, C=0 <=> Sharpness=0, Anisotropy=0
26// 'The' Mitchell-Netravali - B=C=1/3 <=> Sharpness=2/3, Anisotropy=0
27// Catmull-Rom - B=0, C=1/2 <=> Sharpness=1, Anisotropy=0
28
29const vec2 HALF_PIXEL = vec2(0.5, 0.5);
30
31vec3 rgb(int inputX, int inputY) {
32return texture2D(sampler0, (vec2(inputX, inputY) + HALF_PIXEL) * u_texelDelta).xyz;
33}
34
35vec4 getWeights(mat4 W, float t) {
36return W * vec4(1.0, t, t*t, t*t*t);
37}
38
39vec3 filterX(ivec2 inputPosFloor, int dy, vec4 w) {
40return
41w.x * rgb(inputPosFloor.x - 1, inputPosFloor.y + dy) +
42w.y * rgb(inputPosFloor.x , inputPosFloor.y + dy) +
43w.z * rgb(inputPosFloor.x + 1, inputPosFloor.y + dy) +
44w.w * rgb(inputPosFloor.x + 2, inputPosFloor.y + dy);
45}
46
47vec4 filterBC(vec2 outputPos, float B, float C) {
48vec2 inputPos = outputPos / u_texelDelta - HALF_PIXEL;
49ivec2 inputPosFloor = ivec2(inputPos);
50float x = inputPos.x - float(inputPosFloor.x);
51float y = inputPos.y - float(inputPosFloor.y);
52const float r6 = 0.166666666, r3 = 0.333333333; // Precomputed 1/6 and 1/3.
53// Matrix for computing weights.
54// NOTE: column-major.
55mat4 W = mat4(
56B*r6 , 1.0-B*r3 , B*r6 , 0.0 ,
57-C-0.5*B , 0.0 , C+0.5*B , 0.0 ,
582.0*C+0.5*B, C+2.0*B-3.0 , -2.0*C-2.5*B+3.0, -C ,
59-C-B*r6 , -C-1.5*B+2.0, C+1.5*B-2.0 , C+B*r6);
60vec4 Wx = getWeights(W, x);
61vec4 Wy = getWeights(W, y);
62
63vec3 ret =
64Wy.x * filterX(inputPosFloor, -1, Wx) +
65Wy.y * filterX(inputPosFloor, 0, Wx) +
66Wy.z * filterX(inputPosFloor, +1, Wx) +
67Wy.w * filterX(inputPosFloor, +2, Wx);
68return vec4(ret, 1.0);
69}
70
71void main() {
72gl_FragColor.rgba = filterBC(
73v_position,
74dot(u_setting.xy, vec2(-1.0, 0.5)) + 1.0,
75dot(u_setting.xy, vec2(0.5, +1.0)));
76}
77