// https://github.com/keijiro/KinoBloom/blob/master/Assets/Kino/Bloom/Shader/Bloom.cginc#L96 @export clay.compositor.upsample #define HIGH_QUALITY uniform sampler2D texture; uniform vec2 textureSize : [512, 512]; uniform float sampleScale: 0.5; varying vec2 v_Texcoord; @import clay.util.rgbm @import clay.util.clamp_sample void main() { #ifdef HIGH_QUALITY // 9-tap bilinear upsampler (tent filter) vec4 d = vec4(1.0, 1.0, -1.0, 0.0) / textureSize.xyxy * sampleScale; vec4 s; s = decodeHDR(clampSample(texture, v_Texcoord - d.xy)); s += decodeHDR(clampSample(texture, v_Texcoord - d.wy)) * 2.0; s += decodeHDR(clampSample(texture, v_Texcoord - d.zy)); s += decodeHDR(clampSample(texture, v_Texcoord + d.zw)) * 2.0; s += decodeHDR(clampSample(texture, v_Texcoord )) * 4.0; s += decodeHDR(clampSample(texture, v_Texcoord + d.xw)) * 2.0; s += decodeHDR(clampSample(texture, v_Texcoord + d.zy)); s += decodeHDR(clampSample(texture, v_Texcoord + d.wy)) * 2.0; s += decodeHDR(clampSample(texture, v_Texcoord + d.xy)); gl_FragColor = encodeHDR(s / 16.0); #else // 4-tap bilinear upsampler vec4 d = vec4(-1.0, -1.0, +1.0, +1.0) / textureSize.xyxy; vec4 s; s = decodeHDR(clampSample(texture, v_Texcoord + d.xy)); s += decodeHDR(clampSample(texture, v_Texcoord + d.zy)); s += decodeHDR(clampSample(texture, v_Texcoord + d.xw)); s += decodeHDR(clampSample(texture, v_Texcoord + d.zw)); gl_FragColor = encodeHDR(s / 4.0); #endif } @end