vec4 scale2x(sampler2D image, vec2 position) { // 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 B == F && B != D && F != H ? F : E; } else { // Bottom Right return H == F && D != H && B != F ? F : E; } } else { if (p.y > .5) { // Top Left return D == B && B != F && D != H ? D : E; } else { // Bottom Left return D == H && D != B && H != F ? D : E; } } } vec4 scale(sampler2D image, vec2 position) { return mix(texture(image, position), scale2x(image, position), 0.5); }