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@ -9,22 +9,28 @@ layout (location = 0) in vec2 frag_tex_coord; |
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layout (location = 0) out vec4 color; |
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layout (binding = 0) uniform sampler2D color_texture; |
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// precomputed kernel |
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const float w_kernel[49] = float[] ( |
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-0.238811f, 0.531959f, 0.961865f, 1.000000f, 0.961865f, 0.531959f, -0.238811f, 0.531959f, 0.957419f, 0.313883f, -0.000000f, 0.313883f, 0.957419f, 0.531959f, 0.961865f, 0.313883f, -0.322602f, 0.000000f, -0.322602f, 0.313883f, 0.961865f, 1.000000f, -0.000000f, 0.000000f, 1.000000f, 0.000000f, -0.000000f, 1.000000f, 0.961865f, 0.313883f, -0.322602f, 0.000000f, -0.322602f, 0.313883f, 0.961865f, 0.531959f, 0.957419f, 0.313883f, -0.000000f, 0.313883f, 0.957419f, 0.531959f, -0.238811f, 0.531959f, 0.961865f, 1.000000f, 0.961865f, 0.531959f, -0.238811f |
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); |
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const vec2 w_pos[49] = vec2[] ( |
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vec2(-0.750000f, -0.750000f), vec2(-0.750000f, -0.500000f), vec2(-0.750000f, -0.250000f), vec2(-0.750000f, 0.000000f), vec2(-0.750000f, 0.250000f), vec2(-0.750000f, 0.500000f), vec2(-0.750000f, 0.750000f), vec2(-0.500000f, -0.750000f), vec2(-0.500000f, -0.500000f), vec2(-0.500000f, -0.250000f), vec2(-0.500000f, 0.000000f), vec2(-0.500000f, 0.250000f), vec2(-0.500000f, 0.500000f), vec2(-0.500000f, 0.750000f), vec2(-0.250000f, -0.750000f), vec2(-0.250000f, -0.500000f), vec2(-0.250000f, -0.250000f), vec2(-0.250000f, 0.000000f), vec2(-0.250000f, 0.250000f), vec2(-0.250000f, 0.500000f), vec2(-0.250000f, 0.750000f), vec2(0.000000f, -0.750000f), vec2(0.000000f, -0.500000f), vec2(0.000000f, -0.250000f), vec2(0.000000f, 0.000000f), vec2(0.000000f, 0.250000f), vec2(0.000000f, 0.500000f), vec2(0.000000f, 0.750000f), vec2(0.250000f, -0.750000f), vec2(0.250000f, -0.500000f), vec2(0.250000f, -0.250000f), vec2(0.250000f, 0.000000f), vec2(0.250000f, 0.250000f), vec2(0.250000f, 0.500000f), vec2(0.250000f, 0.750000f), vec2(0.500000f, -0.750000f), vec2(0.500000f, -0.500000f), vec2(0.500000f, -0.250000f), vec2(0.500000f, 0.000000f), vec2(0.500000f, 0.250000f), vec2(0.500000f, 0.500000f), vec2(0.500000f, 0.750000f), vec2(0.750000f, -0.750000f), vec2(0.750000f, -0.500000f), vec2(0.750000f, -0.250000f), vec2(0.750000f, 0.000000f), vec2(0.750000f, 0.250000f), vec2(0.750000f, 0.500000f), vec2(0.750000f, 0.750000f) |
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); |
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const float w_sum = 21.045683f; |
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#define PI 3.1415926535897932384626433 |
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float sinc(float x) { |
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return x == 0.0f ? 1.0f : sin(PI * x) / (PI * x); |
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} |
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float lanczos(vec2 v, float a) { |
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float d = length(v); |
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return sinc(d) / sinc(d / a); |
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} |
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vec4 textureLanczos(sampler2D textureSampler, vec2 p) { |
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vec3 c_sum = vec3(0.0f); |
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float w_sum = 0.0f; |
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vec2 res = vec2(textureSize(textureSampler, 0)); |
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vec2 cc = floor(p * res) / res; |
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for (int i = 0; i < 49; i++) { // kernel size = (r * 2 + 1) ^ 2 |
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vec2 kp = w_pos[i] / res; |
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// kernel size = (2r + 1)^2 |
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const int r = 3; //radius (1 = 3 steps) |
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for (int x = -r; x <= r; x++) |
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for (int y = -r; y <= r; y++) { |
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vec2 kp = 0.5f * (vec2(x, y) / res); // 0.5 = half-pixel level resampling |
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vec2 uv = cc + kp; |
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c_sum += w_kernel[i] * texture(textureSampler, p + kp).rgb; |
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float w = lanczos(kp, float(r)); |
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c_sum += w * texture(textureSampler, p + kp).rgb; |
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w_sum += w; |
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} |
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return vec4(c_sum / w_sum, 1.0f); |
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} |
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