// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #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 /////////////// void main() { gl_FragColor = texture2Dintp( gm_BaseTexture, v_vTexcoord ) * v_vColour; }