uniform sampler2D img; uniform sampler1D kernelTex; uniform vec2 stepxy; uniform float m_stretch; //nvidia's half is a 16 bit float and can bring some speed improvements //without affecting quality #ifndef __GLSL_CG_DATA_TYPES #define half float #define half3 vec3 #define half4 vec4 #endif #if (HAS_FLOAT_TEXTURE) half3 weight(float pos) { return texture(kernelTex, pos).rgb; } #else half3 weight(float pos) { return texture(kernelTex, pos).rgb * 2.0 - 1.0; } #endif vec2 stretch(vec2 pos) { #if (XBMC_STRETCH) // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b. // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5 // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1) float x = pos.x - 0.5; return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y); #else return pos; #endif } half3 line (vec2 pos, const int yoffset, half3 linetaps1, half3 linetaps2) { return textureOffset(img, pos, ivec2(-2, yoffset)).rgb * linetaps1.r + textureOffset(img, pos, ivec2(-1, yoffset)).rgb * linetaps2.r + textureOffset(img, pos, ivec2( 0, yoffset)).rgb * linetaps1.g + textureOffset(img, pos, ivec2( 1, yoffset)).rgb * linetaps2.g + textureOffset(img, pos, ivec2( 2, yoffset)).rgb * linetaps1.b + textureOffset(img, pos, ivec2( 3, yoffset)).rgb * linetaps2.b; } void main() { vec2 pos = stretch(gl_TexCoord[0].xy); vec2 f = fract(pos / stepxy); half3 linetaps1 = weight((1.0 - f.x) / 2.0); half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); half3 columntaps1 = weight((1.0 - f.y) / 2.0); half3 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 half 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 = (0.5 - f) * stepxy + pos; gl_FragColor.rgb = line(xystart, -2, linetaps1, linetaps2) * columntaps1.r + line(xystart, -1, linetaps1, linetaps2) * columntaps2.r + line(xystart, 0, linetaps1, linetaps2) * columntaps1.g + line(xystart, 1, linetaps1, linetaps2) * columntaps2.g + line(xystart, 2, linetaps1, linetaps2) * columntaps1.b + line(xystart, 3, linetaps1, linetaps2) * columntaps2.b; gl_FragColor.a = gl_Color.a; }