STATIC vec4 scale2x(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution) { // texel arrangement // A B C // D E F // G H I vec4 B = texture_relative(image, position, vec2( 0, 1)); vec4 D = texture_relative(image, position, vec2( -1, 0)); vec4 E = texture_relative(image, position, vec2( 0, 0)); vec4 F = texture_relative(image, position, vec2( 1, 0)); vec4 H = texture_relative(image, position, vec2( 0, -1)); vec2 p = position * input_resolution; // p = the position within a pixel [0...1] p = fract(p); if (p.x > .5) { if (p.y > .5) { // Top Right return equal(B, F) && inequal(B, D) && inequal(F, H) ? F : E; } else { // Bottom Right return equal(H, F) && inequal(D, H) && inequal(B, F) ? F : E; } } else { if (p.y > .5) { // Top Left return equal(D, B) && inequal(B, F) && inequal(D, H) ? D : E; } else { // Bottom Left return equal(D, H) && inequal(D, B) && inequal(H, F) ? D : E; } } } STATIC vec4 scale2x_wrapper(sampler2D t, vec2 pos, vec2 offset, vec2 input_resolution, vec2 output_resolution) { vec2 origin = (floor(pos * input_resolution * 2.0)) + vec2(0.5, 0.5); return scale2x(t, (origin + offset) / input_resolution / 2.0, input_resolution, output_resolution); } STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution) { // texel arrangement // A B C // D E F // G H I vec4 B = scale2x_wrapper(image, position, vec2( 0, 1), input_resolution, output_resolution); vec4 D = scale2x_wrapper(image, position, vec2( -1, 0), input_resolution, output_resolution); vec4 E = scale2x_wrapper(image, position, vec2( 0, 0), input_resolution, output_resolution); vec4 F = scale2x_wrapper(image, position, vec2( 1, 0), input_resolution, output_resolution); vec4 H = scale2x_wrapper(image, position, vec2( 0, -1), input_resolution, output_resolution); vec4 R; vec2 p = position * input_resolution * 2.; // p = the position within a pixel [0...1] p = fract(p); if (p.x > .5) { if (p.y > .5) { // Top Right R = equal(B, F) && inequal(B, D) && inequal(F, H) ? F : E; } else { // Bottom Right R = equal(H, F) && inequal(D, H) && inequal(B, F) ? F : E; } } else { if (p.y > .5) { // Top Left R = equal(D, B) && inequal(B, F) && inequal(D, H) ? D : E; } else { // Bottom Left R = equal(D, H) && inequal(D, B) && inequal(H, F) ? D : E; } } return mix(R, E, 0.5); }