lygia
/sample
/smooth
)avoid the ugly artifacts of bilinear texture filtering. You can find more information here https://iquilezles.org/articles/texture
Dependencies:
Use:
<vec4> sampleSmooth(<SAMPLER_TYPE> tex, <vec2> st, <vec2> texResolution)
#ifndef SAMPLESMOOTH_POLYNOMIAL
#define SAMPLESMOOTH_POLYNOMIAL cubic
#endif
#ifndef FNC_SAMPLESMOOTH
#define FNC_SAMPLESMOOTH
vec4 sampleSmooth(SAMPLER_TYPE tex, vec2 st, vec2 texResolution) {
st *= texResolution + 0.5;
vec2 fst = fract( st );
st = floor( st );
st += SAMPLESMOOTH_POLYNOMIAL(fst);
st = (st - 0.5) / texResolution;
return SAMPLER_FNC( tex, st );
}
#endif
Dependencies:
Use:
<float4 sampleSmooth(<SAMPLER_TYPE> tex, <float2> st, <float2> texResolution)
#ifndef SAMPLESMOOTH_POLYNOMIAL
#define SAMPLESMOOTH_POLYNOMIAL cubic
#endif
#ifndef FNC_SAMPLESMOOTH
#define FNC_SAMPLESMOOTH
float4 sampleSmooth(SAMPLER_TYPE tex, float2 st, float2 texResolution) {
st *= texResolution + 0.5;
float2 fst = frac( st );
st = floor( st );
st += SAMPLESMOOTH_POLYNOMIAL(fst);
st = (st - 0.5) / texResolution;
return SAMPLER_FNC( tex, st );
}
#endif
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