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- #version 150
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- void main() {
- vec2 texelSize = 1.0 * sourceSize[0].zw;
- vec2 range = vec2(abs(dFdx(texCoord.x)), abs(dFdy(texCoord.y)));
- range = range / 2.0 * 0.999;
- float left = texCoord.x - range.x;
- float top = texCoord.y + range.y;
- float right = texCoord.x + range.x;
- float bottom = texCoord.y - range.y;
- vec4 topLeftColor = pow(texture(source[0], vec2(left, top)), vec4(2.2));
- vec4 bottomRightColor = pow(texture(source[0], vec2(right, bottom)), vec4(2.2));
- vec4 bottomLeftColor = pow(texture(source[0], vec2(left, bottom)), vec4(2.2));
- vec4 topRightColor = pow(texture(source[0], vec2(right, top)), vec4(2.2));
- vec2 border = clamp(round(texCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
- float totalArea = 4.0 * range.x * range.y;
- vec4 averageColor;
- averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
- averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
- averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
- averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
- fragColor = pow(averageColor, vec4(1.0/2.2));
- }
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