Fix multiple issues with resampling

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Filippo Tarpini 2023-06-27 00:52:36 +03:00 committed by GitHub
parent 9499870cc9
commit 9b5ab19645
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@ -48,24 +48,23 @@ vec4 cubic(float x)
return w / 6.0; return w / 6.0;
} }
vec4 bcFilter(vec2 texcoord, vec2 texscale) vec4 bcFilter(vec2 uv, vec4 texelSize)
{ {
float fx = fract(texcoord.x); vec2 pixel = uv*texelSize.zw - 0.5;
float fy = fract(texcoord.y); vec2 pixelFrac = fract(pixel);
texcoord.x -= fx; vec2 pixelInt = pixel - frac;
texcoord.y -= fy;
vec4 xcubic = cubic(fx); vec4 xcubic = cubic(pixelFrac.x);
vec4 ycubic = cubic(fy); 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 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 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texscale); vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texelSize.xy);
vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texscale); vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texelSize.xy);
vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texscale); vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texelSize.xy);
vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texscale); vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texelSize.xy);
float sx = s.x / (s.x + s.y); float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w); float sy = s.z / (s.z + s.w);
@ -76,7 +75,8 @@ vec4 bcFilter(vec2 texcoord, vec2 texscale)
} }
void main(){ 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);
} }
)"; )";
@ -111,7 +111,7 @@ vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize)
vec2 frac = fract(pixel); vec2 frac = fract(pixel);
pixel = floor(pixel) / texelSize.zw - vec2(texelSize.xy/2.0); 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 C00 = texture(textureSrc, pixel + vec2(-texelSize.x ,-texelSize.y)).rgb;
vec3 C10 = texture(textureSrc, pixel + vec2( 0.0 ,-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(){ 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); colorOut0 = vec4(BicubicHermiteTexture(passUV, texelSize), 1.0);
} }
)"; )";