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uniform sampler2D img;
uniform float stepx;
uniform float stepy;
uniform sampler2D kernelTex;
vec4 weight(float pos)
{
return texture2D(kernelTex, vec2(pos, 0.5));
}
vec4 pixel(float xpos, float ypos)
{
return texture2D(img, vec2(xpos, ypos));
}
vec4 line (float ypos, vec3 xpos1, vec3 xpos2, vec4 linetaps1, vec4 linetaps2)
{
vec4 pixels;
pixels = pixel(xpos1.r, ypos) * linetaps1.r;
pixels += pixel(xpos1.g, ypos) * linetaps2.r;
pixels += pixel(xpos1.b, ypos) * linetaps1.g;
pixels += pixel(xpos2.r, ypos) * linetaps2.g;
pixels += pixel(xpos2.g, ypos) * linetaps1.b;
pixels += pixel(xpos2.b, ypos) * linetaps2.b;
return pixels;
}
void main()
{
float xf = fract(gl_TexCoord[0].x / stepx);
float yf = fract(gl_TexCoord[0].y / stepy);
vec4 linetaps1 = weight((1.0 - xf) / 2.0);
vec4 linetaps2 = weight((1.0 - xf) / 2.0 + 0.5);
vec4 columntaps1 = weight((1.0 - yf) / 2.0);
vec4 columntaps2 = weight((1.0 - yf) / 2.0 + 0.5);
vec3 xpos1 = vec3(
(-1.5 - xf) * stepx + gl_TexCoord[0].x,
(-0.5 - xf) * stepx + gl_TexCoord[0].x,
( 0.5 - xf) * stepx + gl_TexCoord[0].x);
vec3 xpos2 = vec3(
( 1.5 - xf) * stepx + gl_TexCoord[0].x,
( 2.5 - xf) * stepx + gl_TexCoord[0].x,
( 3.5 - xf) * stepx + gl_TexCoord[0].x);
gl_FragColor = line((-1.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r;
gl_FragColor += line((-0.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r;
gl_FragColor += line(( 0.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g;
gl_FragColor += line(( 1.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g;
gl_FragColor += line(( 2.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b;
gl_FragColor += line(( 3.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b;
gl_FragColor.a = gl_Color.a;
}
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