Fixed smooth bilinear filter
This commit is contained in:
parent
7e8d5fe57c
commit
07c5e8fcb1
@ -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));
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user