GPU: move filtered sampler to fragui.glsl, delete fragui_bicubic.glsl, add documentation
This commit is contained in:
@@ -146,10 +146,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int glUiVertexShader;
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private int glUiFragmentShader;
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private int glUiBicubicProgram;
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private int glUiBicubicVertexShader;
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private int glUiBicubicFragmentShader;
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private int vaoUiHandle;
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private int vboUiHandle;
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@@ -223,7 +219,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int uniProjectionMatrix;
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private int uniBrightness;
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private int uniTex;
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private int uniTexBicubic;
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private int uniTexSamplingMode;
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private int uniTextures;
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private int uniTextureOffsets;
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private int uniBlockSmall;
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@@ -510,15 +506,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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null,
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inputStreamToString(getClass().getResourceAsStream("fragui.glsl")));
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glUiBicubicProgram = gl.glCreateProgram();
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glUiBicubicVertexShader = gl.glCreateShader(gl.GL_VERTEX_SHADER);
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glUiBicubicFragmentShader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER);
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GLUtil.loadShaders(gl, glUiBicubicProgram, glUiBicubicVertexShader, -1, glUiBicubicFragmentShader,
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inputStreamToString(getClass().getResourceAsStream("vertui.glsl")),
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null,
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inputStreamToString(getClass().getResourceAsStream("fragui_bicubic.glsl")));
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initUniforms();
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}
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@@ -533,7 +520,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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uniDrawDistance = gl.glGetUniformLocation(glProgram, "drawDistance");
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uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
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uniTexBicubic = gl.glGetUniformLocation(glUiBicubicProgram, "tex");
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uniTexSamplingMode = gl.glGetUniformLocation(glUiProgram, "samplingMode");
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uniTextures = gl.glGetUniformLocation(glProgram, "textures");
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uniTextureOffsets = gl.glGetUniformLocation(glProgram, "textureOffsets");
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@@ -586,9 +573,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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gl.glDeleteProgram(glUiProgram);
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glUiProgram = -1;
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gl.glDeleteProgram(glUiBicubicProgram);
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glUiBicubicProgram = -1;
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}
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private void initVao()
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@@ -1182,18 +1166,10 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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glDpiAwareViewport(0, 0, canvasWidth, canvasHeight);
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}
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if (client.isStretchedEnabled() && config.uiScalingMode() == UIScalingMode.CATMULL_ROM)
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{
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// Use the texture bound in the first pass
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gl.glUseProgram(glUiBicubicProgram);
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gl.glUniform1i(uniTexBicubic, 0);
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}
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else
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{
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// Use the texture bound in the first pass
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gl.glUseProgram(glUiProgram);
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gl.glUniform1i(uniTex, 0);
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}
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// Use the texture bound in the first pass
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gl.glUseProgram(glUiProgram);
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gl.glUniform1i(uniTex, 0);
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gl.glUniform1i(uniTexSamplingMode, config.uiScalingMode().getMode());
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// Set the sampling function used when stretching the UI.
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// This is probably better done with sampler objects instead of texture parameters, but this is easier and likely more portable.
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@@ -31,11 +31,12 @@ import lombok.RequiredArgsConstructor;
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@RequiredArgsConstructor
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public enum UIScalingMode
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{
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NEAREST("Nearest Neighbor"),
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LINEAR("Bilinear"),
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CATMULL_ROM("Bicubic (Catmull-Rom)");
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NEAREST("Nearest Neighbor", 0),
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LINEAR("Bilinear", 0),
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CATMULL_ROM("Bicubic (Catmull-Rom)", 1);
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private final String name;
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private final int mode;
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@Override
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public String toString()
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@@ -26,11 +26,93 @@
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uniform sampler2D tex;
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// Modes:
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// 0 - default sampling, either GL_LINEAR or GL_NEAREST depending on texture attributes
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// 1 - bicubic sampling with Catmull-Rom spline values
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uniform int samplingMode;
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in vec2 TexCoord;
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out vec4 FragColor;
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void main() {
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vec4 c = texture(tex, TexCoord);
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FragColor = c;
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// Cubic filter with Catmull-Rom parameters
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float catmull_rom(float x)
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{
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/* A generalized cubic filter as described by Mitchell and Netravali is defined by the piecewise equation:
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* if abs(x) < 1
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* y = 1/6 * ( (12 - 9b - 6c) * abs(x)^3 + (-18 + 12b + 6c) * abs(x)^2 + (6 - 2b) )
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* if abs(x) >= 1 and < 2
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* y = 1/6 * ( (-1b - 6c) * abs(x)^3 + (6b + 30c) * abs(x)^2 + (-12b - 48c) * abs(x) + (8b + 24c) )
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* otherwise
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* y = 0
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* Generally favorable results in image upscaling are given by the values b = 0 and c = 0.5.
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* This is known as the Catmull-Rom filter.
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* Placing these values into the piecewise equations gives us a more compact representation of:
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* y = 1.5 * abs(x)^3 - 2.5 * abs(x)^2 + 1 // abs(x) < 1
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* y = -0.5 * abs(x)^3 + 2.5 * abs(x)^2 - 4 * abs(x) + 2 // 1 <= abs(x) < 2
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*/
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float t = abs(x); // absolute value of the x coordinate
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float t2 = t * t; // t squared
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float t3 = t * t * t; // t cubed
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if (t < 1)
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return 1.5 * t3 - 2.5 * t2 + 1;
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else if (t < 2)
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return -0.5 * t3 + 2.5 * t2 - 4 * t + 2;
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else
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return 0;
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}
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// Samples a texture using a 4x4 filtering kernel.
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vec4 textureFiltered(sampler2D sampler, vec2 texCoords){
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vec2 texSize = textureSize(tex, 0);
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vec2 texelSize = 1.0 / texSize;
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texCoords *= texSize;
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texCoords -= 0.5;
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vec4 nSum = vec4( 0.0, 0.0, 0.0, 0.0 );
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vec4 nDenom = vec4( 0.0, 0.0, 0.0, 0.0 );
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ivec2 texelCoords = ivec2(floor(texCoords));
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vec2 coordFract = fract(texCoords);
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if (samplingMode == 1)
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{
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for (int m = -1; m <= 2; m++)
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{
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for (int n = -1; n <= 2; n++)
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{
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// get the raw texel, bypassing any other filters
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vec4 vecData = texelFetch(sampler, texelCoords + ivec2(m, n), 0);
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// calculate weights based on distance of the current texel offset from the sub-texel position of the sampling location
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float cx = catmull_rom( m - coordFract.x );
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float cy = catmull_rom( n - coordFract.y );
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// build the weighted average
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nSum += vecData * cx * cy;
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nDenom += cx * cy;
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}
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}
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}
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else
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{
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// Undefined sampling mode, fall back to default sampler
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return texture(sampler, texCoords);
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}
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// calculate and return the weighted average
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return nSum / nDenom;
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}
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void main() {
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vec4 c;
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if (samplingMode == 0)
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c = texture(tex, TexCoord);
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else
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c = textureFiltered(tex, TexCoord);
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FragColor = c;
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}
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@@ -1,98 +0,0 @@
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/*
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* Copyright (c) 2019 logarrhytmic <https://github.com/logarrhythmic>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#version 330
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uniform sampler2D tex;
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in vec2 TexCoord;
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out vec4 FragColor;
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float CatmullRom( float x )
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{
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const float B = 0.0;
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const float C = 0.5;
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float f = abs(x);
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float f2 = f * f;
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float f3 = f * f * f;
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if (f >= 2) {
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return 0.0;
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}
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if ( f < 1.0 ) {
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return (
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( 12 - 9 * B - 6 * C ) * f3 +
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( -18 + 12 * B + 6 *C ) * f2 +
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( 6 - 2 * B )
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) / 6.0;
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}
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else {
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return (
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( -B - 6 * C ) * f3 +
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( 6 * B + 30 * C ) * f2 +
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( - ( 12 * B ) - 48 * C ) * f +
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8 * B + 24 * C
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) / 6.0;
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}
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}
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vec4 textureBicubic(sampler2D sampler, vec2 texCoords){
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vec2 texSize = textureSize(tex, 0);
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vec2 texelSize = 1.0 / texSize;
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texCoords *= texSize;
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texCoords -= 0.5;
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vec4 nSum = vec4( 0.0, 0.0, 0.0, 0.0 );
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vec4 nDenom = vec4( 0.0, 0.0, 0.0, 0.0 );
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ivec2 texelCoords = ivec2(floor(texCoords));
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vec2 fxy = fract(texCoords);
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for (int m = -1; m <= 2; m++)
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{
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for (int n = -1; n <= 2; n++)
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{
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vec4 vecData = texelFetch(
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sampler,
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texelCoords + ivec2(m, n),
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0
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);
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float cx = CatmullRom( m - fxy.x );
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float cy = CatmullRom( n - fxy.y );
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nSum += vecData * cx * cy;
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nDenom += cx * cy;
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}
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}
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return nSum / nDenom;
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}
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void main() {
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vec4 c = textureBicubic(tex, TexCoord);
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FragColor = c;
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}
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