shader language=GLSL vertex~ uniform vec2 rubyTextureSize; void main() { vec4 offsetx; vec4 offsety; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; offsetx.x = 1.0 / rubyTextureSize.x; offsetx.y = 0.0; offsetx.w = 0.0; offsetx.z = 0.0; offsety.y = 1.0 / rubyTextureSize.y; offsety.x = 0.0; offsety.w = 0.0; offsety.z = 0.0; gl_TexCoord[0] = gl_MultiTexCoord0; //center gl_TexCoord[1] = gl_TexCoord[0] - offsetx; //left gl_TexCoord[2] = gl_TexCoord[0] + offsetx; //right gl_TexCoord[3] = gl_TexCoord[0] - offsety; //top gl_TexCoord[4] = gl_TexCoord[0] + offsety; //bottom } fragment~ filter=nearest uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; void main() { vec4 colD, colF, colB, colH, col, tmp; vec2 sel; col = texture2DProj(rubyTexture, gl_TexCoord[0]); //central (can be E0-E3) colD = texture2DProj(rubyTexture, gl_TexCoord[1]); //D (left) colF = texture2DProj(rubyTexture, gl_TexCoord[2]); //F (right) colB = texture2DProj(rubyTexture, gl_TexCoord[3]); //B (top) colH = texture2DProj(rubyTexture, gl_TexCoord[4]); //H (bottom) sel = fract(gl_TexCoord[0].xy * rubyTextureSize.xy); //where are we (E0-E3)? E0 is default if(sel.y >= 0.5) { tmp = colB; colB = colH; colH = tmp; } //E1 (or E3): swap B and H if(sel.x >= 0.5) { tmp = colF; colF = colD; colD = tmp; } //E2 (or E3): swap D and F if(colB == colD && colB != colF && colD != colH) { //do the Scale2x rule col = colD; } gl_FragColor = col; }