GPUMaterial: Texture Node: Add support for Cubic filtering
Like in cycles it's a bit more slower than linear but it's smoother. Works for all projection type.
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@ -1813,7 +1813,61 @@ void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float al
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void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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node_tex_image_linear(co, ima, color, alpha);
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vec2 tex_size = vec2(textureSize(ima, 0).xy);
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co.xy *= tex_size;
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/* texel center */
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vec2 tc = floor(co.xy - 0.5) + 0.5;
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vec2 f = co.xy - tc;
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vec2 f2 = f * f;
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vec2 f3 = f2 * f;
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/* Bspline coefs (optimized) */
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vec2 w3 = f3 / 6.0;
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vec2 w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0;
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vec2 w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0;
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vec2 w2 = 1.0 - w0 - w1 - w3;
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#if 1 /* Optimized version using 4 filtered tap. */
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vec2 s0 = w0 + w1;
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vec2 s1 = w2 + w3;
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vec2 f0 = w1 / (w0 + w1);
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vec2 f1 = w3 / (w2 + w3);
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vec4 final_co;
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final_co.xy = tc - 1.0 + f0;
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final_co.zw = tc + 1.0 + f1;
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final_co /= tex_size.xyxy;
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color = texture(ima, final_co.xy) * s0.x * s0.y;
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color += texture(ima, final_co.zy) * s1.x * s0.y;
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color += texture(ima, final_co.xw) * s0.x * s1.y;
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color += texture(ima, final_co.zw) * s1.x * s1.y;
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#else /* Reference bruteforce 16 tap. */
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color = texelFetch(ima, ivec2(tc + vec2(-1.0, -1.0)), 0) * w0.x * w0.y;
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color += texelFetch(ima, ivec2(tc + vec2( 0.0, -1.0)), 0) * w1.x * w0.y;
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color += texelFetch(ima, ivec2(tc + vec2( 1.0, -1.0)), 0) * w2.x * w0.y;
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color += texelFetch(ima, ivec2(tc + vec2( 2.0, -1.0)), 0) * w3.x * w0.y;
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color += texelFetch(ima, ivec2(tc + vec2(-1.0, 0.0)), 0) * w0.x * w1.y;
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color += texelFetch(ima, ivec2(tc + vec2( 0.0, 0.0)), 0) * w1.x * w1.y;
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color += texelFetch(ima, ivec2(tc + vec2( 1.0, 0.0)), 0) * w2.x * w1.y;
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color += texelFetch(ima, ivec2(tc + vec2( 2.0, 0.0)), 0) * w3.x * w1.y;
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color += texelFetch(ima, ivec2(tc + vec2(-1.0, 1.0)), 0) * w0.x * w2.y;
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color += texelFetch(ima, ivec2(tc + vec2( 0.0, 1.0)), 0) * w1.x * w2.y;
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color += texelFetch(ima, ivec2(tc + vec2( 1.0, 1.0)), 0) * w2.x * w2.y;
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color += texelFetch(ima, ivec2(tc + vec2( 2.0, 1.0)), 0) * w3.x * w2.y;
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color += texelFetch(ima, ivec2(tc + vec2(-1.0, 2.0)), 0) * w0.x * w3.y;
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color += texelFetch(ima, ivec2(tc + vec2( 0.0, 2.0)), 0) * w1.x * w3.y;
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color += texelFetch(ima, ivec2(tc + vec2( 1.0, 2.0)), 0) * w2.x * w3.y;
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color += texelFetch(ima, ivec2(tc + vec2( 2.0, 2.0)), 0) * w3.x * w3.y;
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#endif
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alpha = color.a;
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}
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void node_tex_image_smart(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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@ -1886,7 +1940,25 @@ void tex_box_sample_cubic(vec3 texco,
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out vec4 color2,
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out vec4 color3)
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{
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tex_box_sample_linear(texco, N, ima, color1, color2, color3);
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float alpha;
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/* X projection */
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vec2 uv = texco.yz;
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if (N.x < 0.0) {
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uv.x = 1.0 - uv.x;
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}
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node_tex_image_cubic(uv.xyy, ima, color1, alpha);
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/* Y projection */
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uv = texco.xz;
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if (N.y > 0.0) {
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uv.x = 1.0 - uv.x;
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}
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node_tex_image_cubic(uv.xyy, ima, color2, alpha);
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/* Z projection */
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uv = texco.yx;
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if (N.z > 0.0) {
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uv.x = 1.0 - uv.x;
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}
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node_tex_image_cubic(uv.xyy, ima, color3, alpha);
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}
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void tex_box_sample_smart(vec3 texco,
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