#version 450 /* 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 B, C; } params; // Default to Mitchel-Netravali coefficients for best psychovisual result // bicubic-sharp is B = 0.1 and C = 0.5 // bicubic-sharper is B = 0.0 and C = 0.75 // Hyllian: using params for B-Spline (B=1.0, C=0.0). Very good at getting rid of jaggies. #pragma parameter B "Bicubic Coeff B" 1.00 0.0 1.0 0.01 #pragma parameter C "Bicubic Coeff C" 0.00 0.0 1.0 0.01 #define B params.B #define C params.C 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; } #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) { float ax = abs(x); if (ax < 1.0) { return ( pow(x, 2.0) * ((12.0 - 9.0 * B - 6.0 * C) * ax + (-18.0 + 12.0 * B + 6.0 * C)) + (6.0 - 2.0 * B) ) / 6.0; } else if ((ax >= 1.0) && (ax < 2.0)) { return ( pow(x, 2.0) * ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) + (-12.0 * B - 48.0 * C) * ax + (8.0 * B + 24.0 * C) ) / 6.0; } else { return 0.0; } } vec4 weight4(float x) { return vec4( weight(x - 2.0), weight(x - 1.0), weight(x), weight(x + 1.0)); } vec3 pixel(float xpos, float ypos, sampler2D tex) { return texture(tex, vec2(xpos, ypos)).rgb; } vec3 line_run(float ypos, vec4 xpos, vec4 linetaps, sampler2D tex) { return pixel(xpos.r, ypos, tex) * linetaps.r + pixel(xpos.g, ypos, tex) * linetaps.g + pixel(xpos.b, ypos, tex) * linetaps.b + pixel(xpos.a, ypos, tex) * linetaps.a; } void main() { vec2 stepxy = vec2(1.0/params.SourceSize.x, 1.0/params.SourceSize.y); vec2 pos = vTexCoord.xy + stepxy * 0.5; vec2 f = fract(pos / stepxy); vec4 linetaps = weight4(1.0 - f.x); vec4 columntaps = weight4(1.0 - f.y); //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a; columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a; vec2 xystart = (-1.5 - f) * stepxy + pos; vec4 xpos = vec4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0); // final sum and weight normalization vec4 final = vec4(line_run(xystart.y , xpos, linetaps, Source) * columntaps.r + line_run(xystart.y + stepxy.y , xpos, linetaps, Source) * columntaps.g + line_run(xystart.y + stepxy.y * 2.0, xpos, linetaps, Source) * columntaps.b + line_run(xystart.y + stepxy.y * 3.0, xpos, linetaps, Source) * columntaps.a,1); FragColor = final; }