/* * Copyright (C) 2010-2013 Team XBMC * http://xbmc.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with XBMC; see the file COPYING. If not, see * . * */ #version 100 precision highp float; uniform sampler2D img; uniform vec2 stepxy; varying vec2 cord; uniform float m_alpha; uniform sampler2D kernelTex; vec4 weight(float pos) { #if (HAS_FLOAT_TEXTURE) return texture2D(kernelTex, vec2(pos - 0.5)); #else return texture2D(kernelTex, vec2(pos - 0.5)) * 2.0 - 1.0; #endif } vec3 pixel(float xpos, float ypos) { return texture2D(img, vec2(xpos, ypos)).rgb; } vec3 line (float ypos, vec4 xpos, vec4 linetaps) { return pixel(xpos.r, ypos) * linetaps.r + pixel(xpos.g, ypos) * linetaps.g + pixel(xpos.b, ypos) * linetaps.b + pixel(xpos.a, ypos) * linetaps.a; } void main() { vec4 rgb; vec2 pos = cord + stepxy * 0.5; vec2 f = fract(pos / stepxy); vec4 linetaps = weight(1.0 - f.x); vec4 columntaps = weight(1.0 - f.y); //make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a; columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a; vec2 xystart = (-1.5 - f) * stepxy + pos; vec4 xpos = vec4(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0); rgb.rgb = line(xystart.y , xpos, linetaps) * columntaps.r + line(xystart.y + stepxy.y , xpos, linetaps) * columntaps.g + line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b + line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a; rgb.a = m_alpha; gl_FragColor = rgb; }