Commit 6c01a86d authored by hunterk's avatar hunterk
Browse files

add bicubic shader and preset

parent a301cd7b
shaders = 1
shader0 = shaders/bicubic.glsl
filter_linear0 = false
\ No newline at end of file
/*
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
*/
// 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
#pragma parameter B "Bicubic Coeff B" 0.33 0.0 1.0 0.01
#pragma parameter C "Bicubic Coeff C" 0.33 0.0 1.0 0.01
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float B, C;
#else
#define B 0.3333
#define C 0.3333
#endif
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 COMPAT_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/SourceSize.x, 1.0/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;
}
#endif
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