#version 150 // AntiAliased Nearest Neighbor // by jimbo1qaz and wareya // Licensed MIT precision highp float; uniform sampler2D source[]; uniform vec4 sourceSize[]; uniform vec4 targetSize[]; in Vertex { vec2 texCoord; }; out vec4 fragColor; #define NOT(fl) (1-fl) #define YES(fl) fl vec4 vpow(vec4 n, float e) { return vec4(pow(n.x, e), pow(n.y, e), pow(n.z, e), pow(n.w, e)); } vec4 getLQV(vec3 mine) { return vec4 ( mine.r , mine.g , mine.b , mine.r*0.2989 + mine.g*0.5870 + mine.b*0.1140); } vec3 fromLQV(vec4 mine) { float f = mine.w/(mine.r*0.2989 + mine.g*0.5870 + mine.b*0.1140); return vec3(mine.rgb)*f; } vec3 percent(float ssize, float tsize, float coord) { float minfull = (coord*tsize - 0.5) /tsize*ssize; float maxfull = (coord*tsize + 0.5) /tsize*ssize; float realfull = floor(maxfull); if (minfull > realfull) { return vec3(1, (realfull+0.5)/ssize, (realfull+0.5)/ssize); } return vec3( (maxfull - realfull) / (maxfull - minfull), (realfull-0.5) / ssize, (realfull+0.5) / ssize ); } void main() { float cheapsrgb = 2.1; float gamma = 3.0; vec3 xstuff = percent(sourceSize[0].x, targetSize[0].x, texCoord.x); vec3 ystuff = percent(sourceSize[0].y, targetSize[0].y, texCoord.y); float xkeep = xstuff[0]; float ykeep = ystuff[0]; // get points to interpolate across, in linear rgb vec4 a = getLQV(vpow(texture(source[0],vec2(xstuff[1],ystuff[1])), cheapsrgb).rgb); vec4 b = getLQV(vpow(texture(source[0],vec2(xstuff[2],ystuff[1])), cheapsrgb).rgb); vec4 c = getLQV(vpow(texture(source[0],vec2(xstuff[1],ystuff[2])), cheapsrgb).rgb); vec4 d = getLQV(vpow(texture(source[0],vec2(xstuff[2],ystuff[2])), cheapsrgb).rgb); // use perceptual gamma for luminance component a.w = pow(a.w, 1/gamma); b.w = pow(b.w, 1/gamma); c.w = pow(c.w, 1/gamma); d.w = pow(d.w, 1/gamma); // interpolate vec4 gammaLQVresult = NOT(xkeep)*NOT(ykeep)*a + YES(xkeep)*NOT(ykeep)*b + NOT(xkeep)*YES(ykeep)*c + YES(xkeep)*YES(ykeep)*d; // change luminance gamma back to linear vec4 LQVresult = gammaLQVresult; LQVresult.w = pow(gammaLQVresult.w, gamma); // convert back to srgb; lqv -> lrgb -> srgb vec4 c1 = vpow(vec4(fromLQV(LQVresult), 1), 1/cheapsrgb); fragColor = c1; }