SameBoy/Shaders/SmoothBilinear.fsh

17 lines
646 B
GLSL

STATIC 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 s = smoothstep(0., 1., fract(pixel));
vec4 r1 = mix(q11, q21, s.x);
vec4 r2 = mix(q12, q22, s.x);
return mix (r1, r2, s.y);
}