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- uniform sampler2D tex;
- uniform int factor;
- uniform float width;
- uniform float height;
- #define CORRECTION 2.25
- #define SIZE_ADDITION 3
- vec4 get_texture_at_position(vec2 position) {
- vec2 raw_position = position + vec2(CORRECTION, CORRECTION);
- vec2 raw_uv = raw_position / vec2(width + SIZE_ADDITION, height + SIZE_ADDITION);
- return texture2D(tex, raw_uv);
- }
- ivec2 get_corrected_position() {
- vec2 raw_uv = cogl_tex_coord0_in.st;
- vec2 raw_position = raw_uv * vec2(width + SIZE_ADDITION, height + SIZE_ADDITION);
- return ivec2(raw_position - vec2(CORRECTION, CORRECTION));
- }
- void main() {
- ivec2 corrected_position = get_corrected_position();
- vec2 adjusted_position = corrected_position / factor;
- cogl_color_out = get_texture_at_position(adjusted_position);
- // round
- if (distance(corrected_position, (floor(adjusted_position) + 0.5) * factor) < factor / 2.5) {
- //cogl_color_out = get_texture_at_position(adjusted_position);
- } else {
- //cogl_color_out = vec4(0, 0, 0, 1);
- }
- // square
- if (mod(corrected_position.x, factor) >= 2 && mod(corrected_position.y, factor) >= 2) {
- //cogl_color_out = get_texture_at_position(adjusted_position);
- } else {
- //cogl_color_out = vec4(0, 0, 0, 1);
- }
- // local mix
- vec4 color = vec4(0);
- int count = 0;
- for (int i = -1; i <= 1; i++) {
- for (int j = -1; j <= 1; j++) {
- vec2 lookup_position = adjusted_position + vec2(i, j);
- if (all(greaterThanEqual(lookup_position, vec2(0, 0))) &&
- all(lessThan(lookup_position, vec2(width, height) / factor))) {
- color += get_texture_at_position(lookup_position);
- count += 1;
- }
- }
- }
- //cogl_color_out = color / count;
- }
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