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take bilinear changes from #879
this makes the shader consistent with hermite and fixes the wrong offset
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@ -48,24 +48,23 @@ vec4 cubic(float x)
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return w / 6.0;
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}
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vec4 bcFilter(vec2 texcoord, vec2 texscale)
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vec4 bcFilter(vec2 uv, vec4 texelSize)
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{
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float fx = fract(texcoord.x);
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float fy = fract(texcoord.y);
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texcoord.x -= fx;
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texcoord.y -= fy;
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vec2 pixel = uv*texelSize.zw - 0.5;
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vec2 pixelFrac = fract(pixel);
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vec2 pixelInt = pixel - pixelFrac;
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vec4 xcubic = cubic(fx);
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vec4 ycubic = cubic(fy);
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vec4 xcubic = cubic(pixelFrac.x);
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vec4 ycubic = cubic(pixelFrac.y);
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vec4 c = vec4(texcoord.x - 0.5, texcoord.x + 1.5, texcoord.y - 0.5, texcoord.y + 1.5);
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vec4 c = vec4(pixelInt.x - 0.5, pixelInt.x + 1.5, pixelInt.y - 0.5, pixelInt.y + 1.5);
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vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
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vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
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vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texscale);
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vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texscale);
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vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texscale);
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vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texscale);
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vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texelSize.xy);
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vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texelSize.xy);
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vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texelSize.xy);
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vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texelSize.xy);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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@ -76,7 +75,8 @@ vec4 bcFilter(vec2 texcoord, vec2 texscale)
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}
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void main(){
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colorOut0 = vec4(bcFilter(passUV*inputResolution, vec2(1.0,1.0)/inputResolution).rgb,1.0);
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vec4 texelSize = vec4( 1.0 / inputResolution.xy, inputResolution.xy);
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colorOut0 = vec4(bcFilter(passUV, texelSize).rgb,1.0);
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}
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)";
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