// From https://raw.githubusercontent.com/Sentmoraap/doing-sdl-right/f1a0183692abbd5d899fb432ab8dafe228a4929a/assets/bicubic.frag // Copyright 2020 Lilian Gimenez (Sentmoraap). // mkxp-z modifications Copyright 2022-2023 Splendide Imaginarius. // MIT license. #ifdef GLSLES precision highp float; #endif uniform sampler2D texture; uniform vec2 sourceSize; uniform vec2 texSizeInv; varying vec2 v_texCoord; uniform vec2 bc; void main() { vec2 pixel = v_texCoord * sourceSize + 0.5; vec2 frac = fract(pixel); vec2 frac2 = frac * frac; vec2 frac3 = frac * frac2; vec2 onePixel = texSizeInv; pixel = floor(pixel) * texSizeInv - onePixel / 2.0; vec4 colours[4]; // 16 reads, unoptimized but forks for every Mitchell-Netravali filter for(int i = -1; i <= 2; i++) { vec4 p0 = texture2D(texture, pixel + vec2( -onePixel.x, float(i) * onePixel.y)).rgba; vec4 p1 = texture2D(texture, pixel + vec2( 0, float(i) * onePixel.y)).rgba; vec4 p2 = texture2D(texture, pixel + vec2( onePixel.x, float(i) * onePixel.y)).rgba; vec4 p3 = texture2D(texture, pixel + vec2(2.0 * onePixel.x, float(i) * onePixel.y)).rgba; colours[i + 1] = ((-bc.x / 6.0 - bc . y) * p0 + (- 1.5 * bc.x - bc.y + 2.0) * p1 + (1.5 * bc.x + bc.y - 2.0) * p2 + (bc.x / 6.0 + bc.y) * p3) * frac3.x + ((0.5 * bc.x + 2.0 * bc.y) * p0 + (2.0 * bc.x + bc.y - 3.0) * p1 + (-2.5 * bc.x - 2.0 * bc.y + 3.0) * p2 - bc.y * p3) * frac2.x + ((-0.5 * bc.x - bc.y) * p0 + (0.5 * bc.x + bc.y) * p2) * frac.x + p0 * bc.x / 6.0 + (-bc.x / 3.0 + 1.0) * p1 + p2 * bc.x / 6.0; } gl_FragColor = ((-bc.x / 6.0 - bc . y) * colours[0] + (- 1.5 * bc.x - bc.y + 2.0) * colours[1] + (1.5 * bc.x + bc.y - 2.0) * colours[2] + (bc.x / 6.0 + bc.y) * colours[3]) * frac3.y + ((0.5 * bc.x + 2.0 * bc.y) * colours[0] + (2.0 * bc.x + bc.y - 3.0) * colours[1] + (-2.5 * bc.x - 2.0 * bc.y + 3.0) * colours[2] - bc.y * colours[3]) * frac2.y + ((-0.5 * bc.x - bc.y) * colours[0] + (0.5 * bc.x + bc.y) * colours[2]) * frac.y + colours[0] * bc.x / 6.0 + (-bc.x / 3.0 + 1.0) * colours[1] + colours[2] * bc.x / 6.0; }