#define PI 3.1415972 #define SQRT2 0.70710678118 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int patch; uniform int reconstruct; float DCTcoeff(vec2 k, vec2 x) { return cos(PI * k.x * x.x) * cos(PI * k.y * x.y); } void main() { vec2 tx = dimension * v_vTexcoord; vec2 k = mod(tx, float(patch)) - .5; vec2 K = floor(tx - k); vec4 val = vec4(0.); for(int u = 0; u < reconstruct; ++u) for(int v = 0; v < reconstruct; ++v) { vec4 s = texture2D( gm_BaseTexture, (K + vec2(u, v) + .5) / dimension); float c = DCTcoeff(vec2(u, v), (k + .5) / float(patch)); c *= u == 0? SQRT2 : 1.; c *= v == 0? SQRT2 : 1.; val += s * c; } vec4 c = val / float(patch) * 2.; c.a = 1.; gl_FragColor = c; }