/* The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details ATENTION: This code only work using LINEAR filter sampling set on Retroarch! Modified to use 5 texture fetches */ #if defined(VERTEX) #if __VERSION__ >= 130 #define COMPAT_VARYING out #define COMPAT_ATTRIBUTE in #define COMPAT_TEXTURE texture #else #define COMPAT_VARYING varying #define COMPAT_ATTRIBUTE attribute #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #define COMPAT_PRECISION mediump precision COMPAT_PRECISION float; #else #define COMPAT_PRECISION #endif COMPAT_ATTRIBUTE vec4 VertexCoord; COMPAT_ATTRIBUTE vec4 COLOR; COMPAT_ATTRIBUTE vec4 TexCoord; COMPAT_VARYING vec4 COL0; COMPAT_VARYING vec4 TEX0; uniform mat4 MVPMatrix; uniform COMPAT_PRECISION int FrameDirection; uniform COMPAT_PRECISION int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; void main() { gl_Position = MVPMatrix * VertexCoord; COL0 = COLOR; TEX0.xy = TexCoord.xy; } #elif defined(FRAGMENT) #if __VERSION__ >= 130 #define COMPAT_VARYING in #define COMPAT_TEXTURE texture out mediump vec4 FragColor; #else #define COMPAT_VARYING varying #define FragColor gl_FragColor #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif uniform COMPAT_PRECISION int FrameDirection; uniform COMPAT_PRECISION int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; uniform sampler2D Texture; COMPAT_VARYING vec4 TEX0; // compatibility #defines #define Source Texture #define vTexCoord TEX0.xy #define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize #define outsize vec4(OutputSize, 1.0 / OutputSize) void main() { // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding // down the sample location to get the exact center of our "starting" texel. The starting texel will be at // location [1, 1] in the grid, where [0, 0] is the top left corner. vec2 samplePos = vTexCoord * SourceSize.xy; vec2 texPos1 = floor(samplePos - 0.5) + 0.5; // Compute the fractional offset from our starting texel to our original sample location, which we'll // feed into the Catmull-Rom spline function to get our filter weights. vec2 f = samplePos - texPos1; // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier. // These equations are pre-expanded based on our knowledge of where the texels will be located, // which lets us avoid having to evaluate a piece-wise function. vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f)); vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f); vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f)); vec2 w3 = f * f * (-0.5 + 0.5 * f); // Work out weighting factors and sampling offsets that will let us use bilinear filtering to // simultaneously evaluate the middle 2 samples from the 4x4 grid. vec2 w12 = w1 + w2; vec2 offset12 = w2 / (w1 + w2); // Compute the final UV coordinates we'll use for sampling the texture vec2 texPos0 = texPos1 - 1.; vec2 texPos3 = texPos1 + 2.; vec2 texPos12 = texPos1 + offset12; texPos0 *= SourceSize.zw; texPos3 *= SourceSize.zw; texPos12 *= SourceSize.zw; float wtm = w12.x * w0.y; float wml = w0.x * w12.y; float wmm = w12.x * w12.y; float wmr = w3.x * w12.y; float wbm = w12.x * w3.y; vec3 result = vec3(0.0f); result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm; result += COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y)).rgb * wml; result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm; result += COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr; result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm; FragColor = vec4(result * (1./(wtm+wml+wmm+wmr+wbm)), 1.0); } #endif