#version 150 /* ScaleFX - Pass 4 by Sp00kyFox, 2017-03-01 Filter: Nearest Scale: 3x ScaleFX is an edge interpolation algorithm specialized in pixel art. It was originally intended as an improvement upon Scale3x but became a new filter in its own right. ScaleFX interpolates edges up to level 6 and makes smooth transitions between different slopes. The filtered picture will only consist of colours present in the original. Pass 4 outputs subpixels based on previously calculated tags. Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ uniform sampler2D source[]; uniform vec4 sourceSize[]; uniform vec4 targetSize; in Vertex { vec2 vTexCoord; }; out vec4 FragColor; // extract corners vec4 loadCrn(vec4 x){ return floor(mod(x*80 + 0.5, 9)); } // extract mids vec4 loadMid(vec4 x){ return floor(mod(x*8.888888 + 0.055555, 9)); } void main() { /* grid corners mids B x y x D E F w y H w z z */ // read data vec4 E = texture(source[0], vTexCoord); // extract data vec4 crn = loadCrn(E); vec4 mid = loadMid(E); // determine subpixel vec2 fp = floor(3.0 * fract(vTexCoord * sourceSize[0].xy)); float sp = fp.y == 0 ? (fp.x == 0 ? crn.x : fp.x == 1 ? mid.x : crn.y) : (fp.y == 1 ? (fp.x == 0 ? mid.w : fp.x == 1 ? 0 : mid.y) : (fp.x == 0 ? crn.w : fp.x == 1 ? mid.z : crn.z)); // output coordinate - 0 = E, 1 = D, 2 = D0, 3 = F, 4 = F0, 5 = B, 6 = B0, 7 = H, 8 = H0 vec2 res = sp == 0 ? vec2(0,0) : sp == 1 ? vec2(-1,0) : sp == 2 ? vec2(-2,0) : sp == 3 ? vec2(1,0) : sp == 4 ? vec2(2,0) : sp == 5 ? vec2(0,-1) : sp == 6 ? vec2(0,-2) : sp == 7 ? vec2(0,1) : vec2(0,2); // ouput FragColor = texture(source[4], vTexCoord + res / sourceSize[0].xy); }