This is GLSL, not Godot shader script, but it should be adaptable.
// Returns the weights for a cubic spline interpolation.
// This function is called by textureBicubic()
//
// References:
// https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl
// http://www.java-gaming.org/index.php?topic=35123.0
vec4
cubic_spline_weights(float v)
{
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) * (1.0/6.0);
}
// Func: textureBicubic( sampler, texCoords )
//
// Desc: Performs a texture lookup on the texture bound to 'sampler', but
// instead of the standard (built-in) bilinear filtering, this call performs
// bicubic spline filtering.
//
// This provides rounder, smoother interpolation, w/o pyramid edges that
// are prone to happen using bilinear.
//
// References:
// https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl
// https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-20-fast-third-order-texture-filtering
//
vec4
textureBicubic(sampler2D sampler, vec2 texCoords)
{
vec2 texSize = textureSize(sampler, 0);
vec2 invTexSize = 1.0 / texSize;
texCoords = texCoords * texSize - 0.5;
vec2 fxy = fract(texCoords);
texCoords -= fxy;
vec4 xcubic = cubic_spline_weights(fxy.x);
vec4 ycubic = cubic_spline_weights(fxy.y);
vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
offset *= invTexSize.xxyy;
vec4 sample0 = texture(sampler, offset.xz);
vec4 sample1 = texture(sampler, offset.yz);
vec4 sample2 = texture(sampler, offset.xw);
vec4 sample3 = texture(sampler, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(
mix(sample3, sample2, sx),
mix(sample1, sample0, sx),
sy);
}