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authorbobo1on1 <bobo1on1@svn>2010-01-29 16:28:27 +0000
committerbobo1on1 <bobo1on1@svn>2010-01-29 16:28:27 +0000
commita8e7e92ee143e1283050000e25d5ac5118f7c467 (patch)
tree7f6eb4527d78e432994db66a41266a70b1b43200 /system/shaders
parent5eee69a6cead9322923cbef29c2f0d2b6e75fa30 (diff)
removed: deprecated bicubic shader
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@27281 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system/shaders')
-rw-r--r--system/shaders/bicubic.glsl47
1 files changed, 0 insertions, 47 deletions
diff --git a/system/shaders/bicubic.glsl b/system/shaders/bicubic.glsl
deleted file mode 100644
index be96245497..0000000000
--- a/system/shaders/bicubic.glsl
+++ /dev/null
@@ -1,47 +0,0 @@
-uniform sampler2D img;
-uniform float stepx;
-uniform float stepy;
-uniform sampler2D kernelTex;
-
-vec4 cubicFilter(float xValue, vec4 c0, vec4 c1, vec4 c2, vec4 c3)
-{
- vec4 h = texture2D(kernelTex, vec2(xValue, 0.5));
- vec4 r = c0 * h.r;
- r += c1 * h.g;
- r += c2 * h.b;
- r += c3 * h.a;
- return r;
-}
-
-void main()
-{
- vec2 f = vec2(gl_TexCoord[0].x / stepx , gl_TexCoord[0].y / stepy);
- f = fract(f);
- vec4 t0 = cubicFilter(f.x,
- texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, -stepy)),
- texture2D(img, gl_TexCoord[0].xy + vec2(0.0, -stepy)),
- texture2D(img, gl_TexCoord[0].xy + vec2(stepx, -stepy)),
- texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, -stepy)));
-
- vec4 t1 = cubicFilter(f.x,
- texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, 0.0)),
- texture2D(img, gl_TexCoord[0].xy + vec2(0.0, 0.0)),
- texture2D(img, gl_TexCoord[0].xy + vec2(stepx, 0.0)),
- texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, 0.0)));
-
- vec4 t2 = cubicFilter(f.x,
- texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, stepy)),
- texture2D(img, gl_TexCoord[0].xy + vec2(0.0, stepy)),
- texture2D(img, gl_TexCoord[0].xy + vec2(stepx, stepy)),
- texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, stepy)));
-
- vec4 t3 = cubicFilter(f.x,
- texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, 2.0*stepy)),
- texture2D(img, gl_TexCoord[0].xy + vec2(0, 2.0*stepy)),
- texture2D(img, gl_TexCoord[0].xy + vec2(stepx, 2.0*stepy)),
- texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, 2.0*stepy)));
-
- gl_FragColor = cubicFilter(f.y, t0, t1, t2, t3);
- gl_FragColor.a = gl_Color.a;
-}
-