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playcanvas

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PlayCanvas WebGL game engine

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// Shader function for sampling a 2D texture with Catmull-Rom filtering, using 9 texture samples instead of 16 // based on https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 var glslSampleCatmullRomPS = /* glsl */ ` vec4 SampleTextureCatmullRom(TEXTURE_ACCEPT(tex), vec2 uv, vec2 texSize) { // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding // down the sample location to get the exact center of our "starting" texel. The starting texel will be at // location [1, 1] in the grid, where [0, 0] is the top left corner. vec2 samplePos = uv * texSize; vec2 texPos1 = floor(samplePos - 0.5) + 0.5; // Compute the fractional offset from our starting texel to our original sample location, which we'll // feed into the Catmull-Rom spline function to get our filter weights. vec2 f = samplePos - texPos1; // Compute the Catmull-Rom weights using the fractional offset that we calculated earlier. // These equations are pre-expanded based on our knowledge of where the texels will be located, // which lets us avoid having to evaluate a piece-wise function. vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f)); vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f); vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f)); vec2 w3 = f * f * (-0.5 + 0.5 * f); // Work out weighting factors and sampling offsets that will let us use bilinear filtering to // simultaneously evaluate the middle 2 samples from the 4x4 grid. vec2 w12 = w1 + w2; vec2 offset12 = w2 / (w1 + w2); // Compute the final UV coordinates we'll use for sampling the texture vec2 texPos0 = (texPos1 - 1.0) / texSize; vec2 texPos3 = (texPos1 + 2.0) / texSize; vec2 texPos12 = (texPos1 + offset12) / texSize; vec4 result = vec4(0.0); result += texture2DLod(tex, vec2(texPos0.x, texPos0.y), 0.0) * w0.x * w0.y; result += texture2DLod(tex, vec2(texPos12.x, texPos0.y), 0.0) * w12.x * w0.y; result += texture2DLod(tex, vec2(texPos3.x, texPos0.y), 0.0) * w3.x * w0.y; result += texture2DLod(tex, vec2(texPos0.x, texPos12.y), 0.0) * w0.x * w12.y; result += texture2DLod(tex, vec2(texPos12.x, texPos12.y), 0.0) * w12.x * w12.y; result += texture2DLod(tex, vec2(texPos3.x, texPos12.y), 0.0) * w3.x * w12.y; result += texture2DLod(tex, vec2(texPos0.x, texPos3.y), 0.0) * w0.x * w3.y; result += texture2DLod(tex, vec2(texPos12.x, texPos3.y), 0.0) * w12.x * w3.y; result += texture2DLod(tex, vec2(texPos3.x, texPos3.y), 0.0) * w3.x * w3.y; return result; } `; export { glslSampleCatmullRomPS as default };