Pixel-Composer/shaders/sh_scale3x/sh_scale3x.fsh
2022-01-13 11:24:03 +07:00

65 lines
1.9 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float tol;
bool eq(in vec4 c1, in vec4 c2) {
return distance(c1, c2) <= tol;
}
void main() {
vec2 pixel = 1. / dimension;
vec2 tex_pos = v_vTexcoord;
vec2 pos_A = clamp(tex_pos + vec2(-pixel.x, -pixel.y), 0., 1.);
vec2 pos_B = clamp(tex_pos + vec2( 0., -pixel.y), 0., 1.);
vec2 pos_C = clamp(tex_pos + vec2( pixel.x, -pixel.y), 0., 1.);
vec2 pos_D = clamp(tex_pos + vec2(-pixel.x, 0.), 0., 1.);
vec2 pos_F = clamp(tex_pos + vec2( pixel.x, 0.), 0., 1.);
vec2 pos_G = clamp(tex_pos + vec2(-pixel.x, pixel.y), 0., 1.);
vec2 pos_H = clamp(tex_pos + vec2( 0., pixel.y), 0., 1.);
vec2 pos_I = clamp(tex_pos + vec2( pixel.x, pixel.y), 0., 1.);
vec4 A = texture2D( gm_BaseTexture, pos_A);
vec4 B = texture2D( gm_BaseTexture, pos_B);
vec4 C = texture2D( gm_BaseTexture, pos_C);
vec4 D = texture2D( gm_BaseTexture, pos_D);
vec4 E = texture2D( gm_BaseTexture, tex_pos);
vec4 F = texture2D( gm_BaseTexture, pos_F);
vec4 G = texture2D( gm_BaseTexture, pos_G);
vec4 H = texture2D( gm_BaseTexture, pos_H);
vec4 I = texture2D( gm_BaseTexture, pos_I);
vec2 rem = floor(fract(tex_pos * dimension) * 3.);
float index = rem.y * 3. + rem.x;
gl_FragColor = E;
if(!eq(B, H) && !eq(D, F)) {
if(index == 0. && eq(D, B))
gl_FragColor = D;
else if(index == 1. && ((eq(D, B) && !eq(E, C)) || (eq(B, F) && !eq(E, A))))
gl_FragColor = B;
else if(index == 2. && eq(B, F))
gl_FragColor = F;
else if(index == 3. && ((eq(D, B) && !eq(E, G)) || (eq(D, H) && !eq(E, A))))
gl_FragColor = D;
else if(index == 5. && ((eq(B, F) && !eq(E, I)) || (eq(H, F) && !eq(E, C))))
gl_FragColor = F;
else if(index == 6. && eq(D, H))
gl_FragColor = D;
else if(index == 7. && ((eq(D, H) && !eq(E, I)) || (eq(H, F) && !eq(E, G))))
gl_FragColor = H;
else if(index == 8. && eq(H, F))
gl_FragColor = F;
}
}