#version 150 uniform sampler2D source[]; uniform vec4 sourceSize[]; uniform vec4 targetSize; in Vertex { vec2 texCoord; }; out vec4 fragColor; void main() { vec2 texelSize = 1.0 * sourceSize[0].zw; vec2 range = vec2(abs(dFdx(texCoord.x)), abs(dFdy(texCoord.y))); range = range / 2.0 * 0.999; float left = texCoord.x - range.x; float top = texCoord.y + range.y; float right = texCoord.x + range.x; float bottom = texCoord.y - range.y; vec4 topLeftColor = pow(texture(source[0], vec2(left, top)), vec4(2.2)); vec4 bottomRightColor = pow(texture(source[0], vec2(right, bottom)), vec4(2.2)); vec4 bottomLeftColor = pow(texture(source[0], vec2(left, bottom)), vec4(2.2)); vec4 topRightColor = pow(texture(source[0], vec2(right, top)), vec4(2.2)); vec2 border = clamp(round(texCoord / 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; fragColor = pow(averageColor, vec4(1.0/2.2)); }