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GLSL

#ifndef SAMPLE_GLSL
#define SAMPLE_GLSL
/*
** Physical based render code, develop by engineer: qiutanguu.
*/
#include "Common.glsl"
// Catmull Rom 9 tap sampler.
// sTex: linear clamp sampler2D.
// uv: sample uv.
// resolution: working rt resolution.
// https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
/**********************************************************************
MIT License
Copyright(c) 2019 MJP
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files(the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions :
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
********************************************************************/
vec4 catmullRom9Sample(texture2D sTex, sampler linearClampEdge, vec2 uv, vec2 resolution)
{
vec2 samplePos = uv * resolution;
vec2 texPos1 = floor(samplePos - 0.5f) + 0.5f;
vec2 f = samplePos - texPos1;
vec2 w0 = f * (-0.5f + f * (1.0f - 0.5f * f));
vec2 w1 = 1.0f + f * f * (-2.5f + 1.5f * f);
vec2 w2 = f * (0.5f + f * (2.0f - 1.5f * f));
vec2 w3 = f * f * (-0.5f + 0.5f * f);
vec2 w12 = w1 + w2;
vec2 offset12 = w2 / (w1 + w2);
vec2 texPos0 = texPos1 - 1.0f;
vec2 texPos3 = texPos1 + 2.0f;
vec2 texPos12 = texPos1 + offset12;
texPos0 /= resolution;
texPos3 /= resolution;
texPos12 /= resolution;
vec4 result = vec4(0.0f);
result += textureLod(sampler2D(sTex, linearClampEdge), vec2(texPos0.x, texPos0.y), 0) * w0.x * w0.y;
result += textureLod(sampler2D(sTex, linearClampEdge), vec2(texPos12.x, texPos0.y), 0) * w12.x * w0.y;
result += textureLod(sampler2D(sTex, linearClampEdge), vec2(texPos3.x, texPos0.y), 0) * w3.x * w0.y;
result += textureLod(sampler2D(sTex, linearClampEdge), vec2(texPos0.x, texPos12.y), 0) * w0.x * w12.y;
result += textureLod(sampler2D(sTex, linearClampEdge), vec2(texPos12.x, texPos12.y), 0) * w12.x * w12.y;
result += textureLod(sampler2D(sTex, linearClampEdge), vec2(texPos3.x, texPos12.y), 0) * w3.x * w12.y;
result += textureLod(sampler2D(sTex, linearClampEdge), vec2(texPos0.x, texPos3.y), 0) * w0.x * w3.y;
result += textureLod(sampler2D(sTex, linearClampEdge), vec2(texPos12.x, texPos3.y), 0) * w12.x * w3.y;
result += textureLod(sampler2D(sTex, linearClampEdge), vec2(texPos3.x, texPos3.y), 0) * w3.x * w3.y;
return max(result, vec4(0.0f));
}
#endif