varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 p0; uniform vec2 p1; uniform vec2 p2; uniform vec2 p3; uniform vec2 dimension; #region /////////////// SAMPLING /////////////// const float PI = 3.14159265358979323846; uniform int interpolation; uniform vec2 sampleDimension; const int RSIN_RADIUS = 1; float sinc ( float x ) { return x == 0.? 1. : sin(x * PI) / (x * PI); } vec4 texture2D_rsin( sampler2D texture, vec2 uv ) { vec2 tx = 1.0 / sampleDimension; vec2 p = uv * sampleDimension - vec2(0.5); vec4 sum = vec4(0.0); float weights = 0.; for (int x = -RSIN_RADIUS; x <= RSIN_RADIUS; x++) for (int y = -RSIN_RADIUS; y <= RSIN_RADIUS; y++) { float a = length(vec2(float(x), float(y))) / float(RSIN_RADIUS); if(a > 1.) continue; float w = sinc(a * PI * tx.x) * sinc(a * PI * tx.y); vec2 offset = vec2(float(x), float(y)) * tx; vec4 sample = texture2D(texture, (p + offset + vec2(0.5)) / sampleDimension); sum += w * sample; weights += w; } return sum / weights; } vec4 texture2D_bicubic( sampler2D texture, vec2 uv ) { uv = uv * sampleDimension + 0.5; vec2 iuv = floor( uv ); vec2 fuv = fract( uv ); uv = iuv + fuv * fuv * (3.0 - 2.0 * fuv); uv = (uv - 0.5) / sampleDimension; return texture2D( texture, uv ); } vec4 texture2Dintp( sampler2D texture, vec2 uv ) { if(interpolation == 2) return texture2D_bicubic( texture, uv ); else if(interpolation == 3) return texture2D_rsin( texture, uv ); return texture2D( texture, uv ); } #endregion /////////////// SAMPLING /////////////// float unmix( float st, float ed, float val) { return (val - st) / (ed - st); } // 2 1 // 3 0 void main() { float px = v_vTexcoord.x; float py = v_vTexcoord.y; float u, v; vec2 uv; #region linear interpolation if (abs(p3.y - p0.y) < 1. / dimension.y && abs(p2.y - p1.y) < 1. / dimension.y) { // trapezoid edge case float t = (py - p2.y) / (p3.y - p2.y); u = unmix(mix(p3.x, p2.x, 1. - t), mix(p0.x, p1.x, 1. - t), px); v = t; uv = vec2(u, v); } else if(abs(p2.x - p3.x) < 1. / dimension.x && abs(p1.x - p0.x) < 1. / dimension.x) { // trapezoid edge case float t = (px - p2.x) / (p1.x - p2.x); u = t; v = unmix(mix(p1.y, p2.y, 1. - t), mix(p0.y, p3.y, 1. - t), py); uv = vec2(u, v); } else { vec2 A = (p3 - p0) - (p2 - p1); vec2 B = (p0 - p1); vec2 C = (p2 - p1); vec2 D = p1; float c1 = (B.y * C.x) + (A.y * D.x) - (B.x * C.y) - (A.x * D.y); float c2 = (B.y * D.x) - (B.x * D.y); float _A = (A.y * C.x) - (A.x * C.y); float _B = (A.x * py) + c1 - (A.y * px); float _C = (B.x * py) + c2 - (B.y * px); u = A == vec2(0.)? 0. : (-_B - sqrt(_B * _B - 4.0 * _A * _C)) / (_A * 2.0); v = (u * A.x + B.x) == 0.? 0. : (px - (u * C.x) - D.x) / (u * A.x + B.x); uv = vec2(1. - u, v); } #endregion if(uv.x >= 0. && uv.y >= 0. && uv.x <= 1. && uv.y <= 1.) gl_FragColor = texture2Dintp( gm_BaseTexture, uv ); else gl_FragColor = vec4(0.); }