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add bicubic shader and preset
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4
cubic/bicubic.slangp
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cubic/bicubic.slangp
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shaders = 1
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shader0 = shaders/bicubic.slang
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filter_linear0 = false
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137
cubic/shaders/bicubic.slang
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cubic/shaders/bicubic.slang
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#version 450
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/*
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Copyright (C) 2010 Team XBMC
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http://www.xbmc.org
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Copyright (C) 2011 Stefanos A.
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http://www.opentk.com
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This Program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float B, C;
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} params;
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// Default to Mitchel-Netravali coefficients for best psychovisual result
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// bicubic-sharp is B = 0.1 and C = 0.5
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// bicubic-sharper is B = 0.0 and C = 0.75
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#pragma parameter B "Bicubic Coeff B" 0.33 0.0 1.0 0.01
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#pragma parameter C "Bicubic Coeff C" 0.33 0.0 1.0 0.01
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#define B params.B
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#define C params.C
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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float weight(float x)
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{
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float ax = abs(x);
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if (ax < 1.0)
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{
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return
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(
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pow(x, 2.0) * ((12.0 - 9.0 * B - 6.0 * C) * ax + (-18.0 + 12.0 * B + 6.0 * C)) +
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(6.0 - 2.0 * B)
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) / 6.0;
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}
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else if ((ax >= 1.0) && (ax < 2.0))
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{
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return
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(
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pow(x, 2.0) * ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) +
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(-12.0 * B - 48.0 * C) * ax + (8.0 * B + 24.0 * C)
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) / 6.0;
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}
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else
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{
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return 0.0;
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}
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}
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vec4 weight4(float x)
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{
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return vec4(
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weight(x - 2.0),
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weight(x - 1.0),
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weight(x),
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weight(x + 1.0));
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}
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vec3 pixel(float xpos, float ypos, sampler2D tex)
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{
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return texture(tex, vec2(xpos, ypos)).rgb;
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}
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vec3 line_run(float ypos, vec4 xpos, vec4 linetaps, sampler2D tex)
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{
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return
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pixel(xpos.r, ypos, tex) * linetaps.r +
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pixel(xpos.g, ypos, tex) * linetaps.g +
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pixel(xpos.b, ypos, tex) * linetaps.b +
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pixel(xpos.a, ypos, tex) * linetaps.a;
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}
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void main()
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{
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vec2 stepxy = vec2(1.0/params.SourceSize.x, 1.0/params.SourceSize.y);
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vec2 pos = vTexCoord.xy + stepxy * 0.5;
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vec2 f = fract(pos / stepxy);
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vec4 linetaps = weight4(1.0 - f.x);
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vec4 columntaps = weight4(1.0 - f.y);
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//make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
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linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a;
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columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;
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vec2 xystart = (-1.5 - f) * stepxy + pos;
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vec4 xpos = vec4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0);
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// final sum and weight normalization
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vec4 final = vec4(line_run(xystart.y , xpos, linetaps, Source) * columntaps.r +
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line_run(xystart.y + stepxy.y , xpos, linetaps, Source) * columntaps.g +
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line_run(xystart.y + stepxy.y * 2.0, xpos, linetaps, Source) * columntaps.b +
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line_run(xystart.y + stepxy.y * 3.0, xpos, linetaps, Source) * columntaps.a,1);
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FragColor = final;
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}
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