#version 450 /* Spline36 - 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 S36_ANTI_RINGING; } params; #pragma parameter S36_ANTI_RINGING "Spline36 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0 #define S36_ANTI_RINGING params.S36_ANTI_RINGING #define AR_STRENGTH 0.8 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 ( ( ( 13.0/11.0 * x - 453.0/ 209.0 ) * x - 3.0/ 209.0 ) * x + 1.0 ); } else if ((x >= 1.0) && (x < 2.0)) { return ( ( ( - 6.0/11.0 * (x-1) + 270.0/ 209.0 ) * (x-1) - 156.0/ 209.0 ) *(x-1) ); } else if ((x >= 2.0) && (x < 3.0)) { return ( ( ( 1.0/11.0 * (x-2) - 45.0/ 209.0 ) * (x-2) + 26.0/ 209.0 ) *(x-2) ); } else { return 0.0; } } vec3 weight3(float x) { return vec3( 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 = (-2.5 - fp) * ps + pos; float xpos = xystart.x + ps.x * 3.0; 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; vec3 C4 = texture(Source, vec2(xpos, xystart.y + ps.y * 4.0)).rgb; vec3 C5 = texture(Source, vec2(xpos, xystart.y + ps.y * 5.0)).rgb; vec3 w1 = weight3(-1.0 - fp.y); vec3 w2 = weight3( 2.0 - fp.y); float sum = dot( w1, vec3(1)) + dot( w2, vec3(1)); w1 /= sum; w2 /= sum; vec3 color = mat3( C0, C1, C2 ) * w1 + mat3( C3, C4, C5) * w2; // Anti-ringing if (S36_ANTI_RINGING == 1.0) { vec3 aux = color; vec3 min_sample = min(min(C1, C2), min(C3, C4)); vec3 max_sample = max(max(C1, C2), max(C3, C4)); color = clamp(color, min_sample, max_sample); color = mix(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4))); } FragColor = vec4(color, 1.0); }