/usr/share/fs-uae/shaders/lanczos-6tap.shader is in fs-uae 2.4.1+ds-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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<!--
Lanczos (6tap) scaling
Copyright (C) 2010 Team XBMC
http://www.xbmc.org
Copyright (C) 2011 Stefanos A.
http://www.opentk.com
Copyright (C) 2011 BlackStar and DOLLS
This Program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This Program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
-->
<!--
From these forum posts:
http://board.byuu.org/viewtopic.php?p=33597#p33597
http://board.byuu.org/viewtopic.php?p=34426#p34426
-->
<shader language="GLSL">
<vertex><![CDATA[
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0; //center
gl_Position = ftransform();
}
]]></vertex>
<fragment><![CDATA[
#define FIX(c) max(abs(c), 1e-5);
uniform sampler2D rubyTexture;
uniform vec2 rubyTextureSize;
const float PI = 3.1415926535897932384626433832795;
vec3 weight3(float x)
{
const float radius = 3.0;
vec3 sample = FIX(2.0 * PI * vec3(x - 1.5, x - 0.5, x + 0.5));
// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
return /*radius **/ sin(sample) * sin(sample / radius) / (sample * sample);
}
vec3 pixel(float xpos, float ypos)
{
return texture2D(rubyTexture, vec2(xpos, ypos)).rgb;
}
vec3 line(float ypos, vec3 xpos1, vec3 xpos2, vec3 linetaps1, vec3 linetaps2)
{
return
pixel(xpos1.r, ypos) * linetaps1.r +
pixel(xpos1.g, ypos) * linetaps2.r +
pixel(xpos1.b, ypos) * linetaps1.g +
pixel(xpos2.r, ypos) * linetaps2.g +
pixel(xpos2.g, ypos) * linetaps1.b +
pixel(xpos2.b, ypos) * linetaps2.b;
}
void main()
{
vec2 stepxy = 1.0 / rubyTextureSize.xy;
vec2 pos = gl_TexCoord[0].xy + stepxy * 0.5;
vec2 f = fract(pos / stepxy);
vec3 linetaps1 = weight3(0.5 - f.x * 0.5);
vec3 linetaps2 = weight3(1.0 - f.x * 0.5);
vec3 columntaps1 = weight3(0.5 - f.y * 0.5);
vec3 columntaps2 = weight3(1.0 - f.y * 0.5);
// make sure all taps added together is exactly 1.0, otherwise some
// (very small) distortion can occur
float suml = dot(linetaps1, vec3(1.0)) + dot(linetaps2, vec3(1.0));
float sumc = dot(columntaps1, vec3(1.0)) + dot(columntaps2, vec3(1.0));
linetaps1 /= suml;
linetaps2 /= suml;
columntaps1 /= sumc;
columntaps2 /= sumc;
vec2 xystart = (-2.5 - f) * stepxy + pos;
vec3 xpos1 = vec3(xystart.x, xystart.x + stepxy.x, xystart.x + stepxy.x * 2.0);
vec3 xpos2 = vec3(xystart.x + stepxy.x * 3.0, xystart.x + stepxy.x * 4.0, xystart.x + stepxy.x * 5.0);
gl_FragColor = vec4(
line(xystart.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r +
line(xystart.y + stepxy.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r +
line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g +
line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g +
line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b +
line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b,
1.0);
}
]]></fragment>
</shader>
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