/* MipMapDownsamplingShader.frag.txt * * Example shader for downsampling during building a OpenGL Mipmap image * resolution pyramid. This shader can be passed to CreateResolutionPyramid(). * * This shader computes each "downfiltered" output sample from a 3-by-3 grid * of neighbouring input samples, weighted by a gaussian filter kernel of * standard deviation 1.0. * * This is a proof-of-concept shader. It demonstrates the principle, but is * not necessarilly perfect. * * (c) 2012 by Mario Kleiner. Licensed under MIT license. */ uniform sampler2D Image; uniform vec2 srcSize; uniform vec2 dstSize; const mat3 kernel = mat3( 0.075113607954111, 0.123841403152974, 0.075113607954111, 0.123841403152974, 0.204179955571658, 0.123841403152974, 0.075113607954111, 0.123841403152974, 0.075113607954111); void main() { vec2 inpos = gl_TexCoord[0].st; float dx = 1.0 / srcSize.x; float dy = 1.0 / srcSize.y; /* Take 9 weighted samples in a 3x3 grid, to emulate sampling with a gaussian kernel: */ vec4 incolor = vec4(0.0); incolor += texture2D(Image, inpos + vec2(-dx, -dy)) * kernel[0][0]; incolor += texture2D(Image, inpos + vec2(0.0, -dy)) * kernel[1][0]; incolor += texture2D(Image, inpos + vec2(+dx, -dy)) * kernel[2][0]; incolor += texture2D(Image, inpos + vec2(-dx, 0.0)) * kernel[0][1]; incolor += texture2D(Image, inpos + vec2(0.0, 0.0)) * kernel[1][1]; incolor += texture2D(Image, inpos + vec2(+dx, 0.0)) * kernel[2][1]; incolor += texture2D(Image, inpos + vec2(-dx, +dy)) * kernel[0][2]; incolor += texture2D(Image, inpos + vec2(0.0, +dy)) * kernel[1][2]; incolor += texture2D(Image, inpos + vec2(+dx, +dy)) * kernel[2][2]; /* Simply pass sample unmodified: */ gl_FragColor = incolor; }