#version 150 #in red #in green #in blue #in gain #in gamma #in blacklevel #in ambient #in BGR #define outgamma 2.2 uniform sampler2D source[]; uniform vec4 sourceSize[]; uniform vec4 targetSize; in Vertex { vec2 texCoord; }; out vec4 fragColor; #define fetch_offset(coord,offset) (pow(vec3(gain) * texelFetchOffset(source[0], (coord), 0, (offset)).rgb + vec3(blacklevel), vec3(gamma)) + vec3(ambient)) // integral of (1 - x^2 - x^4 + x^6)^2 const float coeffs_x[] = float[](1.0, -2.0/3.0, -1.0/5.0, 4.0/7.0, -1.0/9.0, -2.0/11.0, 1.0/13.0); // integral of (1 - 2x^4 + x^6)^2 const float coeffs_y[] = float[](1.0, 0.0, -4.0/5.0, 2.0/7.0, 4.0/9.0, -4.0/11.0, 1.0/13.0); float intsmear_func(float z, float coeffs[7]) { float z2 = z*z; float zn = z; float ret = 0.0; for (int i = 0; i < 7; i++) { ret += zn*coeffs[i]; zn *= z2; } return ret; } float intsmear(float x, float dx, float d, float coeffs[7]) { float zl = clamp((x-dx*0.5)/d,-1.0,1.0); float zh = clamp((x+dx*0.5)/d,-1.0,1.0); return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx; } void main() { vec2 texelSize = 1.0 / sourceSize[0].xy; vec2 range = sourceSize[0].xy / (targetSize.xy * sourceSize[0].xy); vec3 cred = pow(red, vec3(outgamma)); vec3 cgreen = pow(green, vec3(outgamma)); vec3 cblue = pow(blue, vec3(outgamma)); ivec2 tli = ivec2(floor(texCoord/texelSize-vec2(0.4999))); vec3 lcol, rcol; float subpix = (texCoord.x/texelSize.x - 0.4999 - float(tli.x))*3.0; float rsubpix = range.x/texelSize.x * 3.0; lcol = vec3(intsmear(subpix+1.0,rsubpix, 1.5, coeffs_x), intsmear(subpix ,rsubpix, 1.5, coeffs_x), intsmear(subpix-1.0,rsubpix, 1.5, coeffs_x)); rcol = vec3(intsmear(subpix-2.0,rsubpix, 1.5, coeffs_x), intsmear(subpix-3.0,rsubpix, 1.5, coeffs_x), intsmear(subpix-4.0,rsubpix, 1.5, coeffs_x)); #ifdef BGR lcol.rgb = lcol.bgr; rcol.rgb = rcol.bgr; #endif float tcol, bcol; subpix = texCoord.y/texelSize.y - 0.4999 - float(tli.y); rsubpix = range.y/texelSize.y; tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y); bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y); vec3 topLeftColor = fetch_offset(tli, ivec2(0,0)) * lcol * vec3(tcol); vec3 bottomRightColor = fetch_offset(tli, ivec2(1,1)) * rcol * vec3(bcol); vec3 bottomLeftColor = fetch_offset(tli, ivec2(0,1)) * lcol * vec3(bcol); vec3 topRightColor = fetch_offset(tli, ivec2(1,0)) * rcol * vec3(tcol); vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor; averageColor = mat3x3(cred, cgreen, cblue) * averageColor; fragColor = vec4(pow(averageColor,vec3(1.0/outgamma)),0.0); }