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/*
* 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
* <http://www.gnu.org/licenses/>.
*
*/
uniform sampler2D img;
uniform vec2 stepxy;
uniform float m_stretch;
uniform float m_alpha;
varying vec2 m_cord;
uniform sampler1D kernelTex;
//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
half4 weight(float pos)
{
#if (HAS_FLOAT_TEXTURE)
return texture1D(kernelTex, pos);
#else
return texture1D(kernelTex, pos) * 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 pixel(float xpos, float ypos)
{
return texture2D(img, vec2(xpos, ypos)).rgb;
}
half3 line (float ypos, vec4 xpos, half4 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;
}
vec4 process()
{
vec4 rgb;
vec2 pos = stretch(m_cord) + stepxy * 0.5;
vec2 f = fract(pos / stepxy);
half4 linetaps = weight(1.0 - f.x);
half4 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;
return rgb;
}
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