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Add lanczos2-5-taps
- Add lanczos2 using just 5 texture lookups.
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interpolation/lanczos2-5-taps.slangp
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interpolation/lanczos2-5-taps.slangp
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shaders = 1
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shader0 = shaders/lanczos2-5-taps.slang
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wrap_mode0 = clamp_to_edge
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scale_type0 = viewport
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filter_linear0 = true
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interpolation/shaders/lanczos2-5-taps.slang
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interpolation/shaders/lanczos2-5-taps.slang
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#version 450
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/*
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Lanczos2 in 5-taps (Fast) - adapted by Hyllian - 2024
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Adapted from these bicubic sources:
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See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
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Bicubic Sources: https://www.shadertoy.com/view/styXDh
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http://www.profhua.com/Sub/Article/BicubicFiltering/BicubicFiltering.html
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ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
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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 AR_STRENGTH;
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} params;
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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 parameter AR_STRENGTH "Anti-Ringing Strength" 0.5 0.0 1.0 0.05
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#define AR_STRENGTH params.AR_STRENGTH
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#define pi 3.1415926535897932384626433832795
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vec2 sinc(vec2 x) { return sin(pi*x)/(pi*x+0.00001); }
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vec2 lanczos2(vec2 x) { return sinc(x) * sinc(x / 2.0); }
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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 * 1.0001;
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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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void main()
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{
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
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// location [1, 1] in the grid, where [0, 0] is the top left corner.
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vec2 texSize = params.SourceSize.xy;
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vec2 invTexSize = 1.0 / texSize;
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vec2 iTc = vTexCoord * texSize;
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vec2 tc = floor(iTc - vec2(0.5)) + vec2(0.5);
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// Compute the fractional offset from our starting texel to our original sample location, which we'll
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// feed into the function to get our filter weights.
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vec2 f = iTc - tc;
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vec2 w0 = lanczos2(f+vec2(1.));
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vec2 w1 = lanczos2( f);
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vec2 w2 = lanczos2(vec2(1.)-f);
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vec2 w3 = vec2(1.) - w0 - w1 - w2;
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vec2 Weight[3];
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vec2 Sample[3];
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Weight[0] = w0;
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Weight[1] = w1 + w2;
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Weight[2] = w3;
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Sample[0] = (tc - vec2(1.)) * invTexSize;
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Sample[1] = (tc + w2 / Weight[1]) * invTexSize;
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Sample[2] = (tc + vec2(2.)) * invTexSize;
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float sampleWeight[5];
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sampleWeight[0] = Weight[1].x * Weight[0].y;
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sampleWeight[1] = Weight[0].x * Weight[1].y;
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sampleWeight[2] = Weight[1].x * Weight[1].y;
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sampleWeight[3] = Weight[2].x * Weight[1].y;
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sampleWeight[4] = Weight[1].x * Weight[2].y;
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vec3 CT = texture(Source, vec2(Sample[1].x, Sample[0].y)).rgb;
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vec3 CL = texture(Source, vec2(Sample[0].x, Sample[1].y)).rgb;
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vec3 CC = texture(Source, vec2(Sample[1].x, Sample[1].y)).rgb;
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vec3 CR = texture(Source, vec2(Sample[2].x, Sample[1].y)).rgb;
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vec3 CB = texture(Source, vec2(Sample[1].x, Sample[2].y)).rgb;
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vec3 Ct = CT * sampleWeight[0];
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vec3 Cl = CL * sampleWeight[1];
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vec3 Cc = CC * sampleWeight[2];
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vec3 Cr = CR * sampleWeight[3];
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vec3 Cb = CB * sampleWeight[4];
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float WeightMultiplier = 1./(sampleWeight[0]+sampleWeight[1]+sampleWeight[2]+sampleWeight[3]+sampleWeight[4]);
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vec3 color = (Ct+Cl+Cc+Cr+Cb)*WeightMultiplier;
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// Anti-ringing
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vec3 aux = color;
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vec3 min_sample = min(min(min(CC,CT), CL), min(CR, CB));
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vec3 max_sample = max(max(max(CC,CT), CL), max(CR, CB));
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, AR_STRENGTH*step(0.0, (CL-CC)*(CC-CR)+(CB-CC)*(CC-CT)));
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FragColor = vec4(color, 1.0);
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}
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