// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #version 460 core #ifdef VULKAN #define BINDING_COLOR_TEXTURE 1 #else // ^^^ Vulkan ^^^ // vvv OpenGL vvv #define BINDING_COLOR_TEXTURE 0 #endif layout (location = 0) in vec2 frag_tex_coord; layout (location = 0) out vec4 color; layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture; 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 textureSampler, vec2 texCoords ) { vec2 texSize = textureSize(textureSampler, 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(textureSampler, offset.xz); vec4 sample1 = texture(textureSampler, offset.yz); vec4 sample2 = texture(textureSampler, offset.xw); vec4 sample3 = texture(textureSampler, 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); } void main() { color = vec4(textureBicubic(color_texture, frag_tex_coord).rgb, 1.0f); }