Reputation: 11
I got this biqubic shader from this post, but it won't run in my glsl code becuase of a vec2 misrecognision issue I can't found the answer
Error compiling FRAGMENT_SHADER: ERROR: 0:44: '=' : cannot convert from 'highp 2-component vector of int' to 'highp 2-component vector of float'
// from http://www.java-gaming.org/index.php?topic=35123.0
vec4 cubic(float v){
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) * (1.0/6.0);
}
vec4 textureBicubic(sampler2D sampler, vec2 texCoords){
/// next line is there the issue is
vec2 texSize = textureSize(sampler, vec2(0.0, 0.0)).rg;
vec2 invTexSize = 1.0 / texSize;
texCoords = texCoords * texSize - 0.5;
vec2 fxy = fract(texCoords);
texCoords -= fxy;
vec4 xcubic = cubic(fxy.x);
vec4 ycubic = cubic(fxy.y);
vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
offset *= invTexSize.xxyy;
vec4 sample0 = texture(sampler, offset.xz);
vec4 sample1 = texture(sampler, offset.yz);
vec4 sample2 = texture(sampler, offset.xw);
vec4 sample3 = texture(sampler, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx), mix(sample1, sample0, sx)
, sy);
}
the original post : Efficient Bicubic filtering code in GLSL?
to get the xy component from a texture textureSize(sampler, vec2(0.0, 0.0)).rg;
Upvotes: 1
Views: 111
Reputation: 31086
The return value of textureSize()
is ivec2
when using the function with a sampler2D
. Also the parameterization isn't right (lod
is an integer value). It should be:
ivec2 texSize = textureSize(sampler, 0);
If you need a float vector, do this:
vec2 texSize = vec2(textureSize(sampler, 0));
Upvotes: 0