From 9b5ab19645b0cab3c6f6b9575d2cf22bed5f1479 Mon Sep 17 00:00:00 2001 From: Filippo Tarpini Date: Tue, 27 Jun 2023 00:52:36 +0300 Subject: [PATCH] Fix multiple issues with resampling --- .../HW/Latte/Renderer/RendererOuputShader.cpp | 34 +++++++++---------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/src/Cafe/HW/Latte/Renderer/RendererOuputShader.cpp b/src/Cafe/HW/Latte/Renderer/RendererOuputShader.cpp index ae528944..30ef60a2 100644 --- a/src/Cafe/HW/Latte/Renderer/RendererOuputShader.cpp +++ b/src/Cafe/HW/Latte/Renderer/RendererOuputShader.cpp @@ -48,24 +48,23 @@ vec4 cubic(float x) return w / 6.0; } -vec4 bcFilter(vec2 texcoord, vec2 texscale) +vec4 bcFilter(vec2 uv, vec4 texelSize) { - float fx = fract(texcoord.x); - float fy = fract(texcoord.y); - texcoord.x -= fx; - texcoord.y -= fy; + vec2 pixel = uv*texelSize.zw - 0.5; + vec2 pixelFrac = fract(pixel); + vec2 pixelInt = pixel - frac; - vec4 xcubic = cubic(fx); - vec4 ycubic = cubic(fy); + vec4 xcubic = cubic(pixelFrac.x); + vec4 ycubic = cubic(pixelFrac.y); - vec4 c = vec4(texcoord.x - 0.5, texcoord.x + 1.5, texcoord.y - 0.5, texcoord.y + 1.5); + vec4 c = vec4(pixelInt.x - 0.5, pixelInt.x + 1.5, pixelInt.y - 0.5, pixelInt.y + 1.5); vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w); vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s; - vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texscale); - vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texscale); - vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texscale); - vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texscale); + vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texelSize.xy); + vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texelSize.xy); + vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texelSize.xy); + vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texelSize.xy); float sx = s.x / (s.x + s.y); float sy = s.z / (s.z + s.w); @@ -76,7 +75,8 @@ vec4 bcFilter(vec2 texcoord, vec2 texscale) } void main(){ - colorOut0 = vec4(bcFilter(passUV*textureSrcResolution, vec2(1.0,1.0)/textureSrcResolution).rgb,1.0); + vec4 texelSize = vec4( 1.0 / textureSrcResolution.xy, textureSrcResolution.xy); + colorOut0 = vec4(bcFilter(passUV, texelSize).rgb,1.0); } )"; @@ -92,7 +92,7 @@ layout(location = 0) out vec4 colorOut0; // https://www.shadertoy.com/view/MllSzX -vec3 CubicHermite (vec3 A, vec3 B, vec3 C, vec3 D, float t) +vec3 CubicHermite(vec3 A, vec3 B, vec3 C, vec3 D, float t) { float t2 = t*t; float t3 = t*t*t; @@ -108,10 +108,10 @@ vec3 CubicHermite (vec3 A, vec3 B, vec3 C, vec3 D, float t) vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize) { vec2 pixel = uv*texelSize.zw + 0.5; - vec2 frac = fract(pixel); + vec2 frac = fract(pixel); pixel = floor(pixel) / texelSize.zw - vec2(texelSize.xy/2.0); - vec4 doubleSize = texelSize*texelSize; + vec4 doubleSize = texelSize*2.0; vec3 C00 = texture(textureSrc, pixel + vec2(-texelSize.x ,-texelSize.y)).rgb; vec3 C10 = texture(textureSrc, pixel + vec2( 0.0 ,-texelSize.y)).rgb; @@ -142,7 +142,7 @@ vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize) } void main(){ - vec4 texelSize = vec4( 1.0 / outputResolution.xy, outputResolution.xy); + vec4 texelSize = vec4( 1.0 / textureSrcResolution.xy, textureSrcResolution.xy); colorOut0 = vec4(BicubicHermiteTexture(passUV, texelSize), 1.0); } )";