#version 450 /* Spline16 - PassY - by Hyllian 2022 Adapted from bicubic source shaders below. Spline36 math sources: https://www.panotools.org/dersch/interpolator/interpolator.html */ /* Copyright (C) 2010 Team XBMC http://www.xbmc.org Copyright (C) 2011 Stefanos A. http://www.opentk.com This Program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. This Program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with XBMC; see the file COPYING. If not, write to the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. http://www.gnu.org/copyleft/gpl.html */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float S16_ANTI_RINGING; } params; #pragma parameter S16_ANTI_RINGING "Spline16 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0 #define S16_ANTI_RINGING params.S16_ANTI_RINGING layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord + vec2(0.0001, 0.0001);; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; float weight(float x) { x = abs(x); if (x < 1.0) { return ( ((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0 ); } else if ((x >= 1.0) && (x < 2.0)) { return ( (( -1.0 / 3.0 * (x - 1) + 4.0 / 5.0 ) * (x - 1) - 7.0 / 15.0 ) * (x - 1) ); } else { return 0.0; } } vec4 weight4(float x) { return vec4( weight(x - 2.0), weight(x - 1.0), weight(x), weight(x + 1.0) ); } void main() { vec2 ps = params.SourceSize.zw; vec2 pos = vTexCoord.xy + ps * vec2(0.0, 0.5); vec2 fp = fract(pos / ps); vec2 xystart = (-1.5 - fp) * ps + pos; float xpos = xystart.x + ps.x * 2.0; vec3 C0 = texture(Source, vec2(xpos, xystart.y )).rgb; vec3 C1 = texture(Source, vec2(xpos, xystart.y + ps.y )).rgb; vec3 C2 = texture(Source, vec2(xpos, xystart.y + ps.y * 2.0)).rgb; vec3 C3 = texture(Source, vec2(xpos, xystart.y + ps.y * 3.0)).rgb; vec4 w = weight4(1.0 - fp.y); float sum = dot( w, vec4(1)); w /= sum; vec3 color = mat4x3( C0, C1, C2, C3 ) * w; // Anti-ringing if (S16_ANTI_RINGING == 1.0) { vec3 aux = color; vec3 min_sample = min(min(C0, C1), min(C2, C3)); vec3 max_sample = max(max(C0, C1), max(C2, C3)); color = clamp(color, min_sample, max_sample); color = mix(aux, color, step(0.0, (C0-C1)*(C2-C3))); } FragColor = vec4(color, 1.0); }