<?xml version="1.0" encoding="UTF-8"?>
<shader language="GLSL">
  <vertex><![CDATA[
    void main() {
      gl_Position    = ftransform();
      gl_TexCoord[0] = gl_MultiTexCoord0;
    }
  ]]></vertex>

  <fragment filter="nearest"><![CDATA[
    uniform sampler2D rubyTexture;
    uniform vec2      rubyTextureSize;

    void main() {
      vec2 texelSize = 1.0 / rubyTextureSize;

      vec2 range;
      range.x = dFdx(gl_TexCoord[0].x) / 2.0 * 0.99;
      range.y = dFdy(gl_TexCoord[0].y) / 2.0 * 0.99;

      float left   = gl_TexCoord[0].x - range.x;
      float top    = gl_TexCoord[0].y + range.y;
      float right  = gl_TexCoord[0].x + range.x;
      float bottom = gl_TexCoord[0].y - range.y;

      vec4 topLeftColor     = texture2D(rubyTexture, (floor(vec2(left, top)     / texelSize) + 0.5) * texelSize);
      vec4 bottomRightColor = texture2D(rubyTexture, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize);
      vec4 bottomLeftColor  = texture2D(rubyTexture, (floor(vec2(left, bottom)  / texelSize) + 0.5) * texelSize);
      vec4 topRightColor    = texture2D(rubyTexture, (floor(vec2(right, top)    / texelSize) + 0.5) * texelSize);

      vec2 border = clamp(round(gl_TexCoord[0] / 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;

      gl_FragColor = averageColor;
    }
  ]]></fragment>
</shader>
