diff --git a/source/blender/gpu/shaders/common/gpu_shader_bicubic_sampler_lib.glsl b/source/blender/gpu/shaders/common/gpu_shader_bicubic_sampler_lib.glsl index 6ec7a23246e..62dd0faae6f 100644 --- a/source/blender/gpu/shaders/common/gpu_shader_bicubic_sampler_lib.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_bicubic_sampler_lib.glsl @@ -13,9 +13,9 @@ void cubic_bspline_coefficients(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, o /* Samples the given 2D sampler at the given coordinates using Bicubic interpolation. This function * uses an optimized algorithm which assumes a linearly filtered sampler, so the caller needs to * take that into account when setting up the sampler. */ -vec4 texture_bicubic(sampler2D sampler, vec2 coordinates) +vec4 texture_bicubic(sampler2D sampler_2d, vec2 coordinates) { - vec2 texture_size = vec2(textureSize(sampler, 0).xy); + vec2 texture_size = vec2(textureSize(sampler_2d, 0).xy); coordinates.xy *= texture_size; vec2 w0, w1, w2, w3; @@ -35,33 +35,33 @@ vec4 texture_bicubic(sampler2D sampler, vec2 coordinates) sampling_coordinates /= texture_size.xyxy; - vec4 sampled_color = textureLod(sampler, sampling_coordinates.xy, 0.0) * s0.x * s0.y; - sampled_color += textureLod(sampler, sampling_coordinates.zy, 0.0) * s1.x * s0.y; - sampled_color += textureLod(sampler, sampling_coordinates.xw, 0.0) * s0.x * s1.y; - sampled_color += textureLod(sampler, sampling_coordinates.zw, 0.0) * s1.x * s1.y; + vec4 sampled_color = textureLod(sampler_2d, sampling_coordinates.xy, 0.0) * s0.x * s0.y; + sampled_color += textureLod(sampler_2d, sampling_coordinates.zy, 0.0) * s1.x * s0.y; + sampled_color += textureLod(sampler_2d, sampling_coordinates.xw, 0.0) * s0.x * s1.y; + sampled_color += textureLod(sampler_2d, sampling_coordinates.zw, 0.0) * s1.x * s1.y; return sampled_color; #else /* Reference brute-force 16 taps. */ - vec4 color = texelFetch(sampler, ivec2(texel_center + vec2(-1.0, -1.0)), 0) * w0.x * w0.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(0.0, -1.0)), 0) * w1.x * w0.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(1.0, -1.0)), 0) * w2.x * w0.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(2.0, -1.0)), 0) * w3.x * w0.y; + vec4 color = texelFetch(sampler_2d, ivec2(texel_center + vec2(-1.0, -1.0)), 0) * w0.x * w0.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(0.0, -1.0)), 0) * w1.x * w0.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(1.0, -1.0)), 0) * w2.x * w0.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(2.0, -1.0)), 0) * w3.x * w0.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(-1.0, 0.0)), 0) * w0.x * w1.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(0.0, 0.0)), 0) * w1.x * w1.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(1.0, 0.0)), 0) * w2.x * w1.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(2.0, 0.0)), 0) * w3.x * w1.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(-1.0, 0.0)), 0) * w0.x * w1.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(0.0, 0.0)), 0) * w1.x * w1.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(1.0, 0.0)), 0) * w2.x * w1.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(2.0, 0.0)), 0) * w3.x * w1.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(-1.0, 1.0)), 0) * w0.x * w2.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(0.0, 1.0)), 0) * w1.x * w2.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(1.0, 1.0)), 0) * w2.x * w2.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(2.0, 1.0)), 0) * w3.x * w2.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(-1.0, 1.0)), 0) * w0.x * w2.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(0.0, 1.0)), 0) * w1.x * w2.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(1.0, 1.0)), 0) * w2.x * w2.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(2.0, 1.0)), 0) * w3.x * w2.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(-1.0, 2.0)), 0) * w0.x * w3.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(0.0, 2.0)), 0) * w1.x * w3.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(1.0, 2.0)), 0) * w2.x * w3.y; - color += texelFetch(sampler, ivec2(texel_center + vec2(2.0, 2.0)), 0) * w3.x * w3.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(-1.0, 2.0)), 0) * w0.x * w3.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(0.0, 2.0)), 0) * w1.x * w3.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(1.0, 2.0)), 0) * w2.x * w3.y; + color += texelFetch(sampler_2d, ivec2(texel_center + vec2(2.0, 2.0)), 0) * w3.x * w3.y; return color; #endif