uniform sampler2D tex; uniform int factor; uniform float width; uniform float height; #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); } ivec2 get_corrected_position() { vec2 raw_uv = cogl_tex_coord0_in.st; vec2 raw_position = raw_uv * vec2(width + SIZE_ADDITION, height + SIZE_ADDITION); return ivec2(raw_position - vec2(CORRECTION, CORRECTION)); } void main() { ivec2 corrected_position = get_corrected_position(); vec2 adjusted_position = corrected_position / factor; cogl_color_out = get_texture_at_position(adjusted_position); // round if (distance(corrected_position, (floor(adjusted_position) + 0.5) * factor) < factor / 2.5) { //cogl_color_out = get_texture_at_position(adjusted_position); } else { //cogl_color_out = vec4(0, 0, 0, 1); } // square if (mod(corrected_position.x, factor) >= 2 && mod(corrected_position.y, factor) >= 2) { //cogl_color_out = get_texture_at_position(adjusted_position); } else { //cogl_color_out = vec4(0, 0, 0, 1); } // local mix vec4 color = vec4(0); int count = 0; for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { vec2 lookup_position = adjusted_position + vec2(i, j); if (all(greaterThanEqual(lookup_position, vec2(0, 0))) && all(lessThan(lookup_position, vec2(width, height) / factor))) { color += get_texture_at_position(lookup_position); count += 1; } } } //cogl_color_out = color / count; }