GPU: Catmull-Rom bicubic scaled UI in non-fast stretched mode
This commit is contained in:
@@ -145,6 +145,10 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int glUiVertexShader;
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private int glUiVertexShader;
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private int glUiFragmentShader;
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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 vaoUiHandle;
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private int vboUiHandle;
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private int vboUiHandle;
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@@ -218,6 +222,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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private int uniProjectionMatrix;
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private int uniProjectionMatrix;
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private int uniBrightness;
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private int uniBrightness;
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private int uniTex;
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private int uniTex;
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private int uniTexBicubic;
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private int uniTextures;
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private int uniTextures;
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private int uniTextureOffsets;
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private int uniTextureOffsets;
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private int uniBlockSmall;
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private int uniBlockSmall;
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@@ -504,6 +509,15 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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null,
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null,
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inputStreamToString(getClass().getResourceAsStream("fragui.glsl")));
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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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initUniforms();
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}
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}
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@@ -518,6 +532,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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uniDrawDistance = gl.glGetUniformLocation(glProgram, "drawDistance");
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uniDrawDistance = gl.glGetUniformLocation(glProgram, "drawDistance");
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uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
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uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
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uniTexBicubic = gl.glGetUniformLocation(glUiBicubicProgram, "tex");
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uniTextures = gl.glGetUniformLocation(glProgram, "textures");
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uniTextures = gl.glGetUniformLocation(glProgram, "textures");
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uniTextureOffsets = gl.glGetUniformLocation(glProgram, "textureOffsets");
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uniTextureOffsets = gl.glGetUniformLocation(glProgram, "textureOffsets");
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@@ -570,6 +585,9 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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gl.glDeleteProgram(glUiProgram);
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gl.glDeleteProgram(glUiProgram);
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glUiProgram = -1;
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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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}
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private void initVao()
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private void initVao()
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@@ -1163,15 +1181,23 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
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glDpiAwareViewport(0, 0, canvasWidth, canvasHeight);
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glDpiAwareViewport(0, 0, canvasWidth, canvasHeight);
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}
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}
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// Use the texture bound in the first pass
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if (client.isStretchedEnabled() && !client.isStretchedFast()) {
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gl.glUseProgram(glUiProgram);
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// Use the texture bound in the first pass
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gl.glUniform1i(uniTex, 0);
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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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// 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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// Set the sampling function used when stretching the UI.
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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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// This is probably better done with sampler objects instead of texture parameters, but this is easier and likely more portable.
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// See https://www.khronos.org/opengl/wiki/Sampler_Object for details.
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// See https://www.khronos.org/opengl/wiki/Sampler_Object for details.
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if (client.isStretchedEnabled())
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if (client.isStretchedEnabled())
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{
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{
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// This needs adjustments if we want to give the option of linear sampling in fast mode, now that slow mode is actually a more demanding sampler
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final int function = client.isStretchedFast() ? gl.GL_NEAREST : gl.GL_LINEAR;
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final int function = client.isStretchedFast() ? gl.GL_NEAREST : gl.GL_LINEAR;
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, function);
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, function);
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, function);
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gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, function);
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@@ -0,0 +1,98 @@
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/*
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* Copyright (c) 2018, Adam <Adam@sigterm.info>
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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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