/* Shader implementation of Scale2x is adapted from https://gist.github.com/singron/3161079 */ STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution) { // o = offset, the width of a pixel vec2 o = 1.0 / input_resolution; // texel arrangement // A B C // D E F // G H I // vec4 A = texture(image, position + vec2( -o.x, o.y)); vec4 B = texture(image, position + vec2( 0, o.y)); // vec4 C = texture(image, position + vec2( o.x, o.y)); vec4 D = texture(image, position + vec2( -o.x, 0)); vec4 E = texture(image, position + vec2( 0, 0)); vec4 F = texture(image, position + vec2( o.x, 0)); // vec4 G = texture(image, position + vec2( -o.x, -o.y)); vec4 H = texture(image, position + vec2( 0, -o.y)); // vec4 I = texture(image, position + vec2( o.x, -o.y)); vec2 p = position * input_resolution; // p = the position within a pixel [0...1] p = fract(p); if (p.x > .5) { if (p.y > .5) { // Top Right return equal(B, F) && inequal(B, D) && inequal(F, H) ? F : E; } else { // Bottom Right return equal(H, F) && inequal(D, H) && inequal(B, F) ? F : E; } } else { if (p.y > .5) { // Top Left return equal(D, B) && inequal(B, F) && inequal(D, H) ? D : E; } else { // Bottom Left return equal(D, H) && inequal(D, B) && inequal(H, F) ? D : E; } } }