shader language=GLSL vertex~ void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } fragment~ filter=nearest uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; void main() { vec2 texelSize = 1.0 / rubyTextureSize; vec2 range; range.x = dFdx(gl_TexCoord[0].x) / 2.0 * 0.99; range.y = dFdy(gl_TexCoord[0].y) / 2.0 * 0.99; float left = gl_TexCoord[0].x - range.x; float top = gl_TexCoord[0].y + range.y; float right = gl_TexCoord[0].x + range.x; float bottom = gl_TexCoord[0].y - range.y; vec4 topLeftColor = texture2D(rubyTexture, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize); vec4 bottomRightColor = texture2D(rubyTexture, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize); vec4 bottomLeftColor = texture2D(rubyTexture, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize); vec4 topRightColor = texture2D(rubyTexture, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize); vec2 border = clamp(round(gl_TexCoord[0] / texelSize) * texelSize, vec2(left, bottom), vec2(right, top)); float totalArea = 4.0 * range.x * range.y; vec4 averageColor; averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor; averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor; averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor; averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor; gl_FragColor = averageColor; }