mirror of https://github.com/bsnes-emu/bsnes.git
41 lines
1.4 KiB
GLSL
41 lines
1.4 KiB
GLSL
#version 150
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uniform sampler2D source[];
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uniform vec4 sourceSize[];
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uniform vec4 targetSize;
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in Vertex {
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vec2 texCoord;
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};
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out vec4 fragColor;
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void main() {
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vec2 texelSize = 1.0 * sourceSize[0].zw;
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vec2 range = vec2(abs(dFdx(texCoord.x)), abs(dFdy(texCoord.y)));
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range = range / 2.0 * 0.999;
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float left = texCoord.x - range.x;
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float top = texCoord.y + range.y;
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float right = texCoord.x + range.x;
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float bottom = texCoord.y - range.y;
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vec4 topLeftColor = pow(texture(source[0], vec2(left, top)), vec4(2.2));
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vec4 bottomRightColor = pow(texture(source[0], vec2(right, bottom)), vec4(2.2));
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vec4 bottomLeftColor = pow(texture(source[0], vec2(left, bottom)), vec4(2.2));
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vec4 topRightColor = pow(texture(source[0], vec2(right, top)), vec4(2.2));
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vec2 border = clamp(round(texCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
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float totalArea = 4.0 * range.x * range.y;
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vec4 averageColor;
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averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
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averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
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fragColor = pow(averageColor, vec4(1.0/2.2));
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}
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