/* * 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; vec3 weight(float pos) { #if defined(HAS_FLOAT_TEXTURE) return texture2D(kernelTex, vec2(pos, 0.5)).rgb; #else return texture2D(kernelTex, vec2(pos - 0.5)).rgb * 2.0 - 1.0; #endif } vec3 pixel(float xpos, float ypos) { return texture2D(img, vec2(xpos, ypos)).rgb; } vec3 line (float ypos, vec3 xpos1, vec3 xpos2, vec3 linetaps1, vec3 linetaps2) { return pixel(xpos1.r, ypos) * linetaps1.r + pixel(xpos1.g, ypos) * linetaps2.r + pixel(xpos1.b, ypos) * linetaps1.g + pixel(xpos2.r, ypos) * linetaps2.g + pixel(xpos2.g, ypos) * linetaps1.b + pixel(xpos2.b, ypos) * linetaps2.b; } void main() { vec4 rgb; vec2 pos = cord + stepxy * 0.5; vec2 f = fract(pos / stepxy); vec3 linetaps1 = weight((1.0 - f.x) / 2.0); vec3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); vec3 columntaps1 = weight((1.0 - f.y) / 2.0); vec3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5); // make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur float sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b; linetaps1 /= sum; linetaps2 /= sum; sum = columntaps1.r + columntaps1.g + columntaps1.b + columntaps2.r + columntaps2.g + columntaps2.b; columntaps1 /= sum; columntaps2 /= sum; vec2 xystart = (-2.5 - f) * stepxy + pos; vec3 xpos1 = vec3(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0); vec3 xpos2 = vec3(xystart.x + stepxy.x * 3.0, xystart.x + stepxy.x * 4.0, xystart.x + stepxy.x * 5.0); rgb.rgb = line(xystart.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r + line(xystart.y + stepxy.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r + line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g + line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g + line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b + line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b; rgb.a = m_alpha; gl_FragColor = rgb; }