float quickDistance(vec4 a, vec4 b) { return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z); } vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution) { vec2 pixel = position * input_resolution - vec2(0.5, 0.5); vec4 q11 = texture(image, (floor(pixel) + 0.5) / input_resolution); vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / input_resolution); vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / input_resolution); vec4 q22 = texture(image, (ceil(pixel) + 0.5) / input_resolution); vec2 pos = fract(pixel); /* Special handling for diaonals */ bool hasDownDiagonal = false; bool hasUpDiagonal = false; if (equal(q12, q21) && inequal(q11, q22)) hasUpDiagonal = true; else if (inequal(q12, q21) && equal(q11, q22)) hasDownDiagonal = true; else if (equal(q12, q21) && equal(q11, q22)) { if (equal(q11, q12)) return q11; int diagonalBias = 0; for (float y = -1.0; y < 3.0; y++) { for (float x = -1.0; x < 3.0; x++) { vec4 color = texture(image, (pixel + vec2(x, y)) / input_resolution); if (equal(color, q11)) diagonalBias++; if (equal(color, q12)) diagonalBias--; } } if (diagonalBias <= 0) { hasDownDiagonal = true; } if (diagonalBias >= 0) { hasUpDiagonal = true; } } if (hasUpDiagonal || hasDownDiagonal) { vec4 downDiagonalResult, upDiagonalResult; if (hasUpDiagonal) { float diagonalPos = pos.x + pos.y; if (diagonalPos < 0.5) { upDiagonalResult = q11; } else if (diagonalPos > 1.5) { upDiagonalResult = q22; } else { upDiagonalResult = q12; } } if (hasDownDiagonal) { float diagonalPos = 1.0 - pos.x + pos.y; if (diagonalPos < 0.5) { downDiagonalResult = q21; } else if (diagonalPos > 1.5) { downDiagonalResult = q12; } else { downDiagonalResult = q11; } } if (!hasUpDiagonal) return downDiagonalResult; if (!hasDownDiagonal) return upDiagonalResult; return mix(downDiagonalResult, upDiagonalResult, 0.5); } vec4 r1 = mix(q11, q21, fract(pos.x)); vec4 r2 = mix(q12, q22, fract(pos.x)); vec4 unqunatized = mix(r1, r2, fract(pos.y)); float q11d = quickDistance(unqunatized, q11); float q21d = quickDistance(unqunatized, q21); float q12d = quickDistance(unqunatized, q12); float q22d = quickDistance(unqunatized, q22); float best = min(q11d, min(q21d, min(q12d, q22d))); if (equal(q11d, best)) { return q11; } if (equal(q21d, best)) { return q21; } if (equal(q12d, best)) { return q12; } return q22; }