LYGIA Shader Library

smooth (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)

Check it on Github



#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)

Check it on Github



#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

Examples

License

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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