source/backend/opengl/glsl/resizeBilinear.glsl (32 lines of code) (raw):

layout(FORMAT, binding=0) writeonly uniform PRECISION image3D uOutput; layout(location=1) uniform mediump sampler3D uInput; layout(location=2) uniform ivec4 inImgSize; layout(location=3) uniform ivec4 outImgSize; layout(location=4) uniform vec2 scale; layout (local_size_x = XLOCAL, local_size_y = YLOCAL, local_size_z = ZLOCAL) in; void main() { ivec3 pos = ivec3(gl_GlobalInvocationID); ivec3 inputImgSize = inImgSize.xyz; ivec3 outputImgSize = outImgSize.xyz; if(pos.x < outputImgSize.x && pos.y < outputImgSize.y && pos.z < outputImgSize.z) { float srcX = float(pos.x) * scale.x; int x1 = int(floor(srcX)); int x11 = clamp(x1, 0, inputImgSize.x - 1); int x12 = clamp(x1 + 1, 0, inputImgSize.x - 1); vec4 factorX = vec4(srcX - float(x1)); float srcY = float(pos.y) * scale.y; int y1 = int(floor(srcY)); int y11 = clamp(y1, 0, inputImgSize.y - 1); int y12 = clamp(y1 + 1, 0, inputImgSize.y - 1); vec4 factorY = vec4(srcY - float(y1)); vec4 res1 = texelFetch(uInput, ivec3(x11, y12, pos.z), 0); vec4 res2 = texelFetch(uInput, ivec3(x12, y12, pos.z), 0); vec4 res3 = texelFetch(uInput, ivec3(x11, y11, pos.z), 0); vec4 res4 = texelFetch(uInput, ivec3(x12, y11, pos.z), 0); vec4 res11 = (vec4(1.0) - factorX) * res1 + factorX * res2; vec4 res12 = (vec4(1.0) - factorX) * res3 + factorX * res4; imageStore(uOutput, pos, factorY * res11 + (vec4(1.0) - factorY) * res12); } }