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glsl::textureFilter_glsl Class Reference

Shader program. More...

Public Member Functions

float bicubic_g0 (float a)
 
float bicubic_g1 (float a)
 
float bicubic_h0 (float a)
 
float bicubic_h1 (float a)
 
float bicubic_w0 (float a)
 
float bicubic_w1 (float a)
 
float bicubic_w2 (float a)
 
float bicubic_w3 (float a)
 
vec4 texture2DLod_bicubic (sampler2D tex, vec2 P, float lod, vec2 size, vec2 invSize)
 
vec4 texture2DLod_smootherstep (sampler2D tex, vec2 P, float lod, vec2 size, vec2 invSize)
 
Inigo Quilez's smooth bilinear http://www.iquilezles.org/www/articles/texture/texture.htm More...
 
vec4 texture2DLod_smoothstep (sampler2D tex, vec2 P, float lod, vec2 size, vec2 invSize)
 
Inigo Quilez's smooth bilinear with a smoother blend but worse derivative properties at the ends http://www.iquilezles.org/www/articles/texture/texture.htm More...
 
vec4 textureRectLod_bicubic (sampler2D tex, vec2 P, float lod, vec2 invSize)
 4x4 bicubic filter using 4 bilinear texture lookups See GPU Gems 2: "Fast Third-Order Texture Filtering", Sigg & Hadwiger: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter20.html as implemented by http://vec3.ca/bicubic-filtering-in-fewer-taps/ and https://www.shadertoy.com/view/4df3Dn More...
 
vec4 textureRectLod_smootherstep (sampler2D tex, vec2 P, float lod, vec2 invSize)
 
Inigo Quilez's smooth bilinear http://www.iquilezles.org/www/articles/texture/texture.htm More...
 
vec4 textureRectLod_smoothstep (sampler2D tex, vec2 P, float lod, vec2 invSize)
 
Inigo Quilez's smooth bilinear with a smoother blend but worse derivative properties at the ends http://www.iquilezles.org/www/articles/texture/texture.htm More...
 

Detailed Description

Shader program.

Member Function Documentation

◆ bicubic_g0()

float glsl::textureFilter_glsl::bicubic_g0 ( float  a)
inline

◆ bicubic_g1()

float glsl::textureFilter_glsl::bicubic_g1 ( float  a)
inline

◆ bicubic_h0()

float glsl::textureFilter_glsl::bicubic_h0 ( float  a)
inline

◆ bicubic_h1()

float glsl::textureFilter_glsl::bicubic_h1 ( float  a)
inline

◆ bicubic_w0()

float glsl::textureFilter_glsl::bicubic_w0 ( float  a)
inline

◆ bicubic_w1()

float glsl::textureFilter_glsl::bicubic_w1 ( float  a)
inline

◆ bicubic_w2()

float glsl::textureFilter_glsl::bicubic_w2 ( float  a)
inline

◆ bicubic_w3()

float glsl::textureFilter_glsl::bicubic_w3 ( float  a)
inline

◆ texture2DLod_bicubic()

vec4 glsl::textureFilter_glsl::texture2DLod_bicubic ( sampler2D  tex,
vec2  P,
float  lod,
vec2  size,
vec2  invSize 
)
inline
Parameters
Pin texture coordinates

◆ texture2DLod_smootherstep()

vec4 glsl::textureFilter_glsl::texture2DLod_smootherstep ( sampler2D  tex,
vec2  P,
float  lod,
vec2  size,
vec2  invSize 
)
inline

◆ texture2DLod_smoothstep()

vec4 glsl::textureFilter_glsl::texture2DLod_smoothstep ( sampler2D  tex,
vec2  P,
float  lod,
vec2  size,
vec2  invSize 
)
inline


Inigo Quilez's smooth bilinear with a smoother blend but worse derivative properties at the ends http://www.iquilezles.org/www/articles/texture/texture.htm

◆ textureRectLod_bicubic()

vec4 glsl::textureFilter_glsl::textureRectLod_bicubic ( sampler2D  tex,
vec2  P,
float  lod,
vec2  invSize 
)
inline

4x4 bicubic filter using 4 bilinear texture lookups See GPU Gems 2: "Fast Third-Order Texture Filtering", Sigg & Hadwiger: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter20.html as implemented by http://vec3.ca/bicubic-filtering-in-fewer-taps/ and https://www.shadertoy.com/view/4df3Dn

Parameters
Pin texels

◆ textureRectLod_smootherstep()

vec4 glsl::textureFilter_glsl::textureRectLod_smootherstep ( sampler2D  tex,
vec2  P,
float  lod,
vec2  invSize 
)
inline

◆ textureRectLod_smoothstep()

vec4 glsl::textureFilter_glsl::textureRectLod_smoothstep ( sampler2D  tex,
vec2  P,
float  lod,
vec2  invSize 
)
inline


Inigo Quilez's smooth bilinear with a smoother blend but worse derivative properties at the ends http://www.iquilezles.org/www/articles/texture/texture.htm


documentation generated on Wed Nov 24 2021 08:02:04 using doxygen 1.8.15