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- // SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #version 460 core
- layout (location = 0) in vec2 frag_tex_coord;
- layout (location = 0) out vec4 color;
- layout (binding = 0) uniform sampler2D color_texture;
- vec4 cubic(float v) {
- vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
- vec4 s = n * n * n;
- float x = s.x;
- float y = s.y - 4.0 * s.x;
- float z = s.z - 4.0 * s.y + 6.0 * s.x;
- float w = 6.0 - x - y - z;
- return vec4(x, y, z, w) * (1.0 / 6.0);
- }
- vec4 textureBicubic( sampler2D textureSampler, vec2 texCoords ) {
- vec2 texSize = textureSize(textureSampler, 0);
- vec2 invTexSize = 1.0 / texSize;
- texCoords = texCoords * texSize - 0.5;
- vec2 fxy = fract(texCoords);
- texCoords -= fxy;
- vec4 xcubic = cubic(fxy.x);
- vec4 ycubic = cubic(fxy.y);
- vec4 c = texCoords.xxyy + vec2(-0.5, +1.5).xyxy;
- vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
- vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
- offset *= invTexSize.xxyy;
- vec4 sample0 = texture(textureSampler, offset.xz);
- vec4 sample1 = texture(textureSampler, offset.yz);
- vec4 sample2 = texture(textureSampler, offset.xw);
- vec4 sample3 = texture(textureSampler, offset.yw);
- float sx = s.x / (s.x + s.y);
- float sy = s.z / (s.z + s.w);
- return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
- }
- void main() {
- color = textureBicubic(color_texture, frag_tex_coord);
- }
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