| @@ -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);" | |||
| "}" | |||