File: pixellate.glsl

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#version 120

//    Pixellate Shader
//    Copyright (c) 2011, 2012 Fes
//    Permission to use, copy, modify, and/or distribute this software for any
//    purpose with or without fee is hereby granted, provided that the above
//    copyright notice and this permission notice appear in all copies.
//    THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
//    WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
//    MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
//    SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
//   WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
//    ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
//    IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
//    (Fes gave their permission to have this shader distributed under this
//    licence in this forum post:
//        http://board.byuu.org/viewtopic.php?p=57295#p57295

#define INTERPOLATE_IN_LINEAR_GAMMA 1.0

uniform vec2 rubyTextureSize;
uniform vec2 rubyInputSize;

#if defined(VERTEX)

#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif

COMPAT_ATTRIBUTE vec4 a_position;
COMPAT_VARYING vec2 v_texCoord;

void main()
{
	gl_Position = a_position;
	v_texCoord = vec2(a_position.x + 1.0, 1.0 - a_position.y) / 2.0 * rubyInputSize / rubyTextureSize;
}

#elif defined(FRAGMENT)

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION highp
#else
#define COMPAT_PRECISION
#endif

COMPAT_VARYING vec2 v_texCoord;

uniform vec2 rubyOutputSize;
uniform sampler2D rubyTexture;

#define OutputSize rubyOutputSize
#define TextureSize rubyTextureSize
#define InputSize rubyInputSize
#define Texture rubyTexture
#define TEX0 v_texCoord

// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy

#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)

void main()
{
	vec2 texelSize = SourceSize.zw;

	vec2 range = vec2(abs(InputSize.x / (outsize.x * SourceSize.x)), abs(InputSize.y / (outsize.y * SourceSize.y)));
	range = range / 2.0 * 0.999;

	float left   = vTexCoord.x - range.x;
	float top    = vTexCoord.y + range.y;
	float right  = vTexCoord.x + range.x;
	float bottom = vTexCoord.y - range.y;

	vec3 topLeftColor     = COMPAT_TEXTURE(Source, (floor(vec2(left, top)     / texelSize) + 0.5) * texelSize).rgb;
	vec3 bottomRightColor = COMPAT_TEXTURE(Source, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize).rgb;
	vec3 bottomLeftColor  = COMPAT_TEXTURE(Source, (floor(vec2(left, bottom)  / texelSize) + 0.5) * texelSize).rgb;
	vec3 topRightColor    = COMPAT_TEXTURE(Source, (floor(vec2(right, top)    / texelSize) + 0.5) * texelSize).rgb;

	if (INTERPOLATE_IN_LINEAR_GAMMA > 0.5){
	topLeftColor     = pow(topLeftColor, vec3(2.2));
	bottomRightColor = pow(bottomRightColor, vec3(2.2));
	bottomLeftColor  = pow(bottomLeftColor, vec3(2.2));
	topRightColor    = pow(topRightColor, vec3(2.2));
	}

	vec2 border = clamp(floor((vTexCoord / texelSize) + vec2(0.5)) * texelSize, vec2(left, bottom), vec2(right, top));

	float totalArea = 4.0 * range.x * range.y;

	vec3 averageColor;
	averageColor  = ((border.x - left)  * (top - border.y)    / totalArea) * topLeftColor;
	averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
	averageColor += ((border.x - left)  * (border.y - bottom) / totalArea) * bottomLeftColor;
	averageColor += ((right - border.x) * (top - border.y)    / totalArea) * topRightColor;

	FragColor = (INTERPOLATE_IN_LINEAR_GAMMA > 0.5) ? vec4(pow(averageColor, vec3(1.0 / 2.2)), 1.0) : vec4(averageColor, 1.0);
}
#endif