diff --git a/libobs/data/bicubic_scale.effect b/libobs/data/bicubic_scale.effect index d3bbf085c..b6ba45ac1 100644 --- a/libobs/data/bicubic_scale.effect +++ b/libobs/data/bicubic_scale.effect @@ -33,37 +33,19 @@ struct FragData { VertOut VSDefault(VertData v_in) { VertOut vert_out; - vert_out.uv = v_in.uv; + vert_out.uv = v_in.uv * base_dimension; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); return vert_out; } -float weight(float x) -{ - float ax = abs(x); - - /* Sharper version. May look better in some cases. B=0, C=0.75 */ - - if (ax < 2.0) { - float six_i = 1.0 / 6.0; - float x_squared = x * x; - if (ax < 1.0) { - return (x_squared * (7.5 * ax + (-13.5))) * six_i + 1.0; - } - - return (x_squared * ((-4.5) * ax + 22.5) + (-36.0) * ax) * six_i + 3.0; - } - - return 0.0; -} - float4 weight4(float x) { + /* Sharper version. May look better in some cases. B=0, C=0.75 */ return float4( - weight(x - 2.0), - weight(x - 1.0), - weight(x), - weight(x + 1.0)); + ((-0.75 * x + 1.5) * x - 0.75) * x, + (1.25 * x - 2.25) * x * x + 1.0, + ((-1.25 * x + 1.5) * x + 0.75) * x, + (0.75 * x - 0.75) * x * x); } float AspectUndistortX(float x, float a) @@ -98,17 +80,17 @@ float4 undistort_line(float4 xpos, float ypos, float4 rowtaps) float4 DrawBicubic(FragData f_in, bool undistort) { - float2 stepxy = base_dimension_i; - float2 pos = f_in.uv + stepxy * 0.5; - float2 f = frac(pos * base_dimension); + float2 pos = f_in.uv; + float2 pos1 = floor(pos - 0.5) + 0.5; + float2 f = pos - pos1; - float4 rowtaps = weight4(1.0 - f.x); - float4 coltaps = weight4(1.0 - f.y); + float4 rowtaps = weight4(f.x); + float4 coltaps = weight4(f.y); - float2 uv0 = (-1.5 - f) * stepxy + pos; - float2 uv1 = uv0 + stepxy; - float2 uv2 = uv1 + stepxy; - float2 uv3 = uv2 + stepxy; + float2 uv1 = pos1 * base_dimension_i; + float2 uv0 = uv1 - base_dimension_i; + float2 uv2 = uv1 + base_dimension_i; + float2 uv3 = uv2 + base_dimension_i; if (undistort) { float4 xpos = float4(uv0.x, uv1.x, uv2.x, uv3.x); @@ -119,11 +101,11 @@ float4 DrawBicubic(FragData f_in, bool undistort) } float u_weight_sum = rowtaps.y + rowtaps.z; - float u_middle_offset = rowtaps.z * stepxy.x / u_weight_sum; + float u_middle_offset = rowtaps.z * base_dimension_i.x / u_weight_sum; float u_middle = uv1.x + u_middle_offset; float v_weight_sum = coltaps.y + coltaps.z; - float v_middle_offset = coltaps.z * stepxy.y / v_weight_sum; + float v_middle_offset = coltaps.z * base_dimension_i.y / v_weight_sum; float v_middle = uv1.y + v_middle_offset; int2 coord_top_left = int2(max(uv0 * base_dimension, 0.5));