uniform sampler2D tex; uniform int divider; uniform float width; uniform float height; uniform int downsampling_mode; #define CORRECTION 2.25 #define SIZE_ADDITION 3 vec4 get_texture_at_position(vec2 position) { vec2 raw_position = position + vec2(CORRECTION, CORRECTION); vec2 raw_uv = raw_position / vec2(width + SIZE_ADDITION, height + SIZE_ADDITION); return texture2D(tex, raw_uv); } vec2 get_corrected_position() { vec2 raw_uv = cogl_tex_coord0_in.st; vec2 raw_position = raw_uv * vec2(width + SIZE_ADDITION, height + SIZE_ADDITION); return raw_position - vec2(CORRECTION, CORRECTION); } void main() { ivec2 corrected_position = ivec2(get_corrected_position()); vec2 multiplied_position = corrected_position * divider; if (any(greaterThan(multiplied_position, vec2(width, height)))) { discard; } // mode 0: boxcar downsampling if (downsampling_mode == 0) { vec4 color = vec4(0.); int count = 0; for (int i = 0; i < divider; i++) { for (int j = 0; j < divider; j++) { vec2 lookup_position = multiplied_position + vec2(i, j); if (all(greaterThanEqual(lookup_position, vec2(0, 0))) && all(lessThan(lookup_position, vec2(width, height)))) { color += get_texture_at_position(lookup_position); count += 1; } } } cogl_color_out = color / count; } else // mode 1: triangular downsampling if (downsampling_mode == 1) { vec4 color = vec4(0.); int count = 0; int force = 1; for (int i = 0; i < divider; i++) { for (int j = 0; j < divider; j++) { vec2 lookup_position = multiplied_position + vec2(i, j); if (all(greaterThanEqual(lookup_position, vec2(0, 0))) && all(lessThan(lookup_position, vec2(width, height)))) { force = 1 + divider - int(abs(divider - i - j)); color += get_texture_at_position(lookup_position) * force; count += force; } } } cogl_color_out = color / count; } else // mode 2: Dirac downsampling if (downsampling_mode == 2) { vec2 lookup_position = min(multiplied_position + vec2(divider, divider) / 2, vec2(width - 1, height - 1)); cogl_color_out = get_texture_at_position(lookup_position); } }