LYGIA Shader Library

bicubic (lygia/v1.1.6/sample/bicubic)

bicubic filter sampling

Dependencies:

Use:

<vec4> sampleBicubic(<SAMPLER_TYPE> tex, <vec2> st, <vec2> texResolution);

Check it on Github



#ifndef FNC_SAMPLEBICUBIC
#define FNC_SAMPLEBICUBIC

vec4 sampleBicubic(float v) {
    vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
    vec4 s = n * n * n;
    vec4 o;
    o.x = s.x;
    o.y = s.y - 4.0 * s.x;
    o.z = s.z - 4.0 * s.y + 6.0 * s.x;
    o.w = 6.0 - o.x - o.y - o.z;
    return o;
}

vec4 sampleBicubic(SAMPLER_TYPE tex, vec2 st, vec2 texResolution) {
    vec2 pixel = 1.0 / texResolution;
    st = st * texResolution - 0.5;

    vec2 fxy = fract(st);
    st -= fxy;

    vec4 xcubic = sampleBicubic(fxy.x);
    vec4 ycubic = sampleBicubic(fxy.y);

    vec4 c = st.xxyy + vec2 (-0.5, 1.5).xyxy;

    vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
    vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;

    offset *= pixel.xxyy;

    vec4 sample0 = SAMPLER_FNC(tex, offset.xz);
    vec4 sample1 = SAMPLER_FNC(tex, offset.yz);
    vec4 sample2 = SAMPLER_FNC(tex, offset.xw);
    vec4 sample3 = SAMPLER_FNC(tex, offset.yw);

    float sx = s.x / (s.x + s.y);
    float sy = s.z / (s.z + s.w);

    return mix( mix(sample3, sample2, sx), 
                mix(sample1, sample0, sx), 
                sy);
}

#endif

Dependencies:

Use:

<float4> sampleBicubic(<SAMPLER_TYPE> tex, <float2> st, <float2> texResolution);

Check it on Github



#ifndef FNC_SAMPLEBICUBIC
#define FNC_SAMPLEBICUBIC

float4 sampleBicubic(float v) {
    float4 n = float4(1.0, 2.0, 3.0, 4.0) - v;
    float4 s = n * n * n;
    float4 o;
    o.x = s.x;
    o.y = s.y - 4.0 * s.x;
    o.z = s.z - 4.0 * s.y + 6.0 * s.x;
    o.w = 6.0 - o.x - o.y - o.z;
    return o;
}

float4 sampleBicubic(SAMPLER_TYPE tex, float2 st, float2 texResolution) {
    float2 pixel = 1.0 / texResolution;
    st = st * texResolution - 0.5;

    float2 fxy = frac(st);
    st -= fxy;

    float4 xcubic = sampleBicubic(fxy.x);
    float4 ycubic = sampleBicubic(fxy.y);

    float4 c = st.xxyy + float2 (-0.5, 1.5).xyxy;

    float4 s = float4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
    float4 offset = c + float4(xcubic.yw, ycubic.yw) / s;

    offset *= pixel.xxyy;

    float4 sample0 = SAMPLER_FNC(tex, offset.xz);
    float4 sample1 = SAMPLER_FNC(tex, offset.yz);
    float4 sample2 = SAMPLER_FNC(tex, offset.xw);
    float4 sample3 = SAMPLER_FNC(tex, offset.yw);

    float sx = s.x / (s.x + s.y);
    float sy = s.z / (s.z + s.w);

    return lerp(    lerp(sample3, sample2, sx), 
                    lerp(sample1, sample0, sx), 
                    sy);
}

#endif

Examples

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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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