#version 450 /* Bicubic B-Spline 4-taps (Fast) - ported by Hyllian - 2020 The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae Samples a texture with B-Spline filtering, using only 4 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! */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; 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; 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 * params.SourceSize.xy; vec2 tc = 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 B-Spline function to get our filter weights. vec2 f = samplePos - tc; vec2 f2 = f * f; vec2 f3 = f2 * f; // Compute the B-Spline 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 = f2 - 0.5 * (f3 + f); vec2 w1 = 1.5 * f3 - 2.5 * f2 + 1.0; vec2 w2 = -1.5 * f3 + 2. * f2 + 0.5 * f; // vec2 w3 = 0.5 * (f3 - f2); vec2 w3 = 1.0 - w0 - w1 - w2; // The sum of weights must be one. // Work out weighting factors and sampling offsets that will let us use bilinear filtering to // simultaneously evaluate the 2 samples each from the 4x4 grid. vec2 s0 = w0 + w1; vec2 s1 = w2 + w3; vec2 f0 = w1 / s0; vec2 f1 = w3 / s1; // Compute the final UV coordinates we'll use for sampling the texture vec2 t0 = tc - 1. + f0; vec2 t1 = tc + 1. + f1; t0 *= params.SourceSize.zw; t1 *= params.SourceSize.zw; vec4 c0 = texture(Source, vec2(t0.x, t0.y)); vec4 c1 = texture(Source, vec2(t1.x, t0.y)); vec4 c2 = texture(Source, vec2(t0.x, t1.y)); vec4 c3 = texture(Source, vec2(t1.x, t1.y)); FragColor = (c0 * s0.x + c1 * s1.x) * s0.y + (c2 * s0.x + c3 * s1.x) * s1.y; }