Fixed smooth bilinear filter

This commit is contained in:
Lior Halphon 2016-06-18 02:05:52 +03:00
parent 7e8d5fe57c
commit 07c5e8fcb1

View File

@ -9,10 +9,10 @@ vec4 scale(sampler2D image)
vec4 q21 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y)); vec4 q21 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
vec4 q22 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y)); vec4 q22 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
vec2 smooth = smoothstep(0., 1., fract(pixel)); vec2 s = smoothstep(0., 1., fract(pixel));
vec4 r1 = mix(q11, q21, fract(smooth.x)); vec4 r1 = mix(q11, q21, fract(s.x));
vec4 r2 = mix(q12, q22, fract(smooth.x)); vec4 r2 = mix(q12, q22, fract(s.x));
return mix (r1, r2, fract(smooth.y)); return mix (r1, r2, fract(s.y));
} }