#version 450 /* Bicubic Catmull-Rom 9 taps (Fast) - ported by Hyllian - 2020 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! */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #define mul(c,d) (d*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; 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 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); // vec2 w3 = 1.0 - w0 - w1 - w2; // 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 *= params.SourceSize.zw; texPos3 *= params.SourceSize.zw; texPos12 *= params.SourceSize.zw; vec4 c00 = texture(Source, vec2(texPos0.x, texPos0.y)); vec4 c10 = texture(Source, vec2(texPos12.x, texPos0.y)); vec4 c20 = texture(Source, vec2(texPos3.x, texPos0.y)); vec4 c01 = texture(Source, vec2(texPos0.x, texPos12.y)); vec4 c11 = texture(Source, vec2(texPos12.x, texPos12.y)); vec4 c21 = texture(Source, vec2(texPos3.x, texPos12.y)); vec4 c02 = texture(Source, vec2(texPos0.x, texPos3.y)); vec4 c12 = texture(Source, vec2(texPos12.x, texPos3.y)); vec4 c22 = texture(Source, vec2(texPos3.x, texPos3.y)); vec3 wx = vec3(w0.x, w12.x, w3.x); vec3 wy = vec3(w0.y, w12.y, w3.y); vec4 c1 = mul(wx, mat3x4(c00, c10, c20)); vec4 c2 = mul(wx, mat3x4(c01, c11, c21)); vec4 c3 = mul(wx, mat3x4(c02, c12, c22)); FragColor = mul(wy, mat3x4(c1, c2, c3)); }