|
|
@@ -391,6 +391,8 @@ public: |
|
|
|
"uniform mat4 in_ZoomSettings;" |
|
|
|
"uniform sampler2D in_Texture;" |
|
|
|
"" |
|
|
|
"vec2 v05 = vec2(0.5, 0.5);" |
|
|
|
"" |
|
|
|
"float mylen(vec2 p)" |
|
|
|
"{" |
|
|
|
" p *= in_TexelSize.zw;" /* Correct for aspect ratio */ |
|
|
@@ -424,8 +426,8 @@ public: |
|
|
|
* so that we know the error between the pixel we get |
|
|
|
* and the pixel we wanted. */ |
|
|
|
" vec2 r = q - 0.5 * in_TexelSize.xy;" |
|
|
|
" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)" |
|
|
|
" ? 1.0 / mylen(r - p) : 0.0;" |
|
|
|
" vec2 t = step(abs(q - v05), v05);" |
|
|
|
" float l = t.x * t.y / mylen(r - p);" |
|
|
|
/* Step 4: return final texel coordinates and |
|
|
|
* corresponding error value. */ |
|
|
|
" return vec3(q * vec2(1.0, 0.25), l);" |
|
|
@@ -441,8 +443,9 @@ public: |
|
|
|
" q = in_TexelSize.xy" |
|
|
|
" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));" |
|
|
|
" vec2 r = q - -0.5 * in_TexelSize.xy;" |
|
|
|
" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)" |
|
|
|
" ? 1.0 / mylen(r - p) : 0.0;" |
|
|
|
"" |
|
|
|
" vec2 t = step(abs(q - v05), v05);" |
|
|
|
" float l = t.x * t.y / mylen(r - p);" |
|
|
|
" return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.25), l);" |
|
|
|
"}" |
|
|
|
"" |
|
|
@@ -456,8 +459,9 @@ public: |
|
|
|
" q = in_TexelSize.xy" |
|
|
|
" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));" |
|
|
|
" vec2 r = q - vec2(0.5, -0.5) * in_TexelSize.xy;" |
|
|
|
" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)" |
|
|
|
" ? 1.0 / mylen(r - p) : 0.0;" |
|
|
|
"" |
|
|
|
" vec2 t = step(abs(q - v05), v05);" |
|
|
|
" float l = t.x * t.y / mylen(r - p);" |
|
|
|
" return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.50), l);" |
|
|
|
"}" |
|
|
|
"" |
|
|
@@ -471,8 +475,9 @@ public: |
|
|
|
" q = in_TexelSize.xy" |
|
|
|
" * (1.0 + 2.0 * floor(q * 0.5 * in_TexelSize.zw));" |
|
|
|
" vec2 r = q - vec2(-0.5, 0.5) * in_TexelSize.xy;" |
|
|
|
" float l = (abs(q.x - .5) < .5 && abs(q.y - .5) < .5)" |
|
|
|
" ? 1.0 / mylen(r - p) : 0.0;" |
|
|
|
"" |
|
|
|
" vec2 t = step(abs(q - v05), v05);" |
|
|
|
" float l = t.x * t.y / mylen(r - p);" |
|
|
|
" return vec3(q * vec2(1.0, 0.25) + vec2(0.0, 0.75), l);" |
|
|
|
"}" |
|
|
|
"" |
|
|
@@ -483,19 +488,24 @@ public: |
|
|
|
#else |
|
|
|
" vec2 coord = gl_TexCoord[0].xy;" |
|
|
|
#endif |
|
|
|
/* Get a pixel from each slice */ |
|
|
|
/* Get a pixel coordinate from each slice */ |
|
|
|
" vec3 k0 = nearest0(coord);" |
|
|
|
" vec3 k1 = nearest1(coord);" |
|
|
|
" vec3 k2 = nearest2(coord);" |
|
|
|
" vec3 k3 = nearest3(coord);" |
|
|
|
" vec4 p0 = texture2D(in_Texture, k0.xy);" |
|
|
|
" vec4 p1 = texture2D(in_Texture, k1.xy);" |
|
|
|
" vec4 p2 = texture2D(in_Texture, k2.xy);" |
|
|
|
" vec4 p3 = texture2D(in_Texture, k3.xy);" |
|
|
|
"if (k0.z >= k1.z && k0.z >= k2.z && k0.z >= k3.z) gl_FragColor = p0;" |
|
|
|
"if (k1.z >= k0.z && k1.z >= k2.z && k1.z >= k3.z) gl_FragColor = p1;" |
|
|
|
"if (k2.z >= k0.z && k2.z >= k1.z && k2.z >= k3.z) gl_FragColor = p2;" |
|
|
|
"if (k3.z >= k0.z && k3.z >= k1.z && k3.z >= k2.z) gl_FragColor = p3;" |
|
|
|
/* Get the nearest pixel */ |
|
|
|
" float t01 = step(k0.z, k1.z);" |
|
|
|
" k0 = mix(k0, k1, t01);" |
|
|
|
" float t23 = step(k2.z, k3.z);" |
|
|
|
" k2 = mix(k2, k3, t23);" |
|
|
|
" float t02 = step(k0.z, k2.z);" |
|
|
|
" k0 = mix(k0, k2, t02);" |
|
|
|
" gl_FragColor = texture2D(in_Texture, k0.xy);" |
|
|
|
/* Alternate version: some kind of linear interpolation */ |
|
|
|
// " vec4 p0 = texture2D(in_Texture, k0.xy);" |
|
|
|
// " vec4 p1 = texture2D(in_Texture, k1.xy);" |
|
|
|
// " vec4 p2 = texture2D(in_Texture, k2.xy);" |
|
|
|
// " vec4 p3 = texture2D(in_Texture, k3.xy);" |
|
|
|
// " gl_FragColor = 1.0 / (k0.z + k1.z + k2.z + k3.z)" |
|
|
|
// " * (k0.z * p0 + k1.z * p1 + k2.z * p2 + k3.z * p3);" |
|
|
|
"}" |
|
|
|