- Peter Butterworth
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// SSimSuperRes by Shiandow | |
// | |
// This library is free software; you can redistribute it and/or | |
// modify it under the terms of the GNU Lesser General Public | |
// License as published by the Free Software Foundation; either | |
// version 3.0 of the License, or (at your option) any later version. | |
// | |
// This library is distributed in the hope that it will be useful, | |
// but WITHOUT ANY WARRANTY; without even the implied warranty of | |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae | |
// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. | |
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details | |
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 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. | |
float2 samplePos = uv * texSize; |