2012-01-03 12:56:24 +00:00
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<?xml version="1.0" encoding="UTF-8"?>
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<shader language="GLSL">
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<vertex><![CDATA[
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void main() {
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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]]></vertex>
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<fragment filter="nearest"><![CDATA[
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uniform sampler2D rubyTexture;
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uniform vec2 rubyTextureSize;
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void main() {
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vec2 texelSize = 1.0 / rubyTextureSize;
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vec2 range;
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range.x = dFdx(gl_TexCoord[0].x) / 2.0 * 0.99;
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range.y = dFdy(gl_TexCoord[0].y) / 2.0 * 0.99;
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float left = gl_TexCoord[0].x - range.x;
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float top = gl_TexCoord[0].y + range.y;
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float right = gl_TexCoord[0].x + range.x;
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float bottom = gl_TexCoord[0].y - range.y;
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vec4 topLeftColor = texture2D(rubyTexture, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize);
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vec4 bottomRightColor = texture2D(rubyTexture, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize);
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vec4 bottomLeftColor = texture2D(rubyTexture, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize);
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vec4 topRightColor = texture2D(rubyTexture, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize);
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vec2 border = clamp(round(gl_TexCoord[0] / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
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float totalArea = 4.0 * range.x * range.y;
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vec4 averageColor;
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averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
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averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
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gl_FragColor = averageColor;
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}
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]]></fragment>
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</shader>
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