Created
September 16, 2025 10:07
-
-
Save xiaozhuai/3518186f9815fd02c5aa20804b587354 to your computer and use it in GitHub Desktop.
GLSL BiCubic Filter
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| 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); | |
| } | |
| vec4 textureBicubic(sampler2D sampler, vec2 texCoords) { | |
| vec2 texSize = vec2(textureSize(sampler, 0)); | |
| vec2 invTexSize = 1.0 / texSize; | |
| texCoords = texCoords * texSize - 0.5; | |
| vec2 fxy = fract(texCoords); | |
| texCoords -= fxy; | |
| vec4 xcubic = cubic(fxy.x); | |
| vec4 ycubic = cubic(fxy.y); | |
| vec4 c = texCoords.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 *= invTexSize.xxyy; | |
| vec4 sample0 = texture(sampler, offset.xz); | |
| vec4 sample1 = texture(sampler, offset.yz); | |
| vec4 sample2 = texture(sampler, offset.xw); | |
| vec4 sample3 = texture(sampler, offset.yw); | |
| 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); | |
| } |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment