I'm wondering if anyone has complete, working, and efficient code to do bicubic texture filtering in glsl. There is this:
http://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL or https://github.com/visionworkbench/visionworkbench/blob/master/src/vw/GPU/Shaders/Interp/interpolation-bicubic.glsl
but both do 16 texture reads where only 4 are necessary:
https://groups.google.com/forum/#!topic/comp.graphics.api.opengl/kqrujgJfTxo
However the method above uses a missing "cubic()" function that I don't know what it is supposed to do, and also takes an unexplained "texscale" parameter.
There is also the NVidia version:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter20.html
but I believe this uses CUDA, which is specific to NVidia's cards. I need glsl.
I could probably port the nvidia version to glsl, but thought I'd ask first to see if anyone already has a complete, working glsl bicubic shader.
I found this implementation which can be used as a drop-in replacement for texture() (from http://www.java-gaming.org/index.php?topic=35123.0 (one typo fixed)):
Example: Nearest, bilinear, bicubic:
The ImageData of this image is
I tried to reproduce this (many other interpolation techniques)
but they have clamped padding, while I have repeating (wrapping) boundaries. Therefore it is not exactly the same.
It seems this bicubic business is not a proper interpolation, i.e. it does not take on the original values at the points where the data is defined.
(EDIT)
Cubic() is a cubic spline function
Example:
Source