vec4 cubicCatmullrom(float x) { const float s = 0.5; float x2 = x * x; float x3 = x2 * x; vec4 w; w.x = -s*x3 + 2*s*x2 - s*x + 0; w.y = (2-s)*x3 + (s-3)*x2 + 1; w.z = (s-2)*x3 + (3-2*s)*x2 + s*x + 0; w.w = s*x3 - s*x2 + 0; return w; } vec4 cubic(float v) { vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v; vec4 s = n * n * n; float x = s.x; float y = s.y - 4.0 * s.x; float z = s.z - 4.0 * s.y + 6.0 * s.x; float w = 6.0 - x - y - z; return vec4(x, y, z, w) * (1.0/6.0); } vec3 textureBicubic(sampler2D tex, vec2 tc, vec2 texStep) { // http://www.java-gaming.org/index.php?topic=35123.0 vec2 texSize = 1.0 / texStep; tc = tc * texSize - 0.5; vec2 fxy = fract(tc); tc -= fxy; vec4 xcubic = cubic(fxy.x); vec4 ycubic = cubic(fxy.y); vec4 c = tc.xxyy + vec2(-0.5, 1.5).xyxy; vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s; offset *= texStep.xxyy; vec3 sample0 = texture(tex, offset.xz).rgb; vec3 sample1 = texture(tex, offset.yz).rgb; vec3 sample2 = texture(tex, offset.xw).rgb; vec3 sample3 = texture(tex, offset.yw).rgb; float sx = s.x / (s.x + s.y); float sy = s.z / (s.z + s.w); return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy); } vec4 textureSS(sampler2D tex, vec2 tc, vec2 texStep) { vec4 col = texture(tex, tc); col += texture(tex, tc + vec2(1.5, 0.0) * texStep); col += texture(tex, tc + vec2(-1.5, 0.0) * texStep); col += texture(tex, tc + vec2(0.0, 1.5) * texStep); col += texture(tex, tc + vec2(0.0, -1.5) * texStep); col += texture(tex, tc + vec2(1.5, 1.5) * texStep); col += texture(tex, tc + vec2(-1.5, -1.5) * texStep); col += texture(tex, tc + vec2(1.5, -1.5) * texStep); col += texture(tex, tc + vec2(-1.5, 1.5) * texStep); return col / 9.0; }