uniform sampler2D tex; uniform int factor; uniform float width; uniform float height; uniform float opacity_factor; #define CORRECTION 2.25 #define SIZE_ADDITION 3.0 vec4 get_texture_at_position(vec2 position) { vec2 raw_position = position + vec2(CORRECTION, CORRECTION); vec2 raw_uv = raw_position / vec2(max(1.0, width + SIZE_ADDITION), max(1.0, 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() { vec4 source_color = texture2D(tex, cogl_tex_coord0_in.st); ivec2 corrected_position = get_corrected_position(); int safe_factor = max(1, factor); vec2 adjusted_position = vec2(corrected_position / safe_factor); vec4 effect_color = get_texture_at_position(adjusted_position); cogl_color_out = mix(source_color, effect_color, opacity_factor); // round if (distance(vec2(corrected_position), (floor(adjusted_position) + 0.5) * float(safe_factor)) < float(safe_factor) / 2.5) { //cogl_color_out = get_texture_at_position(adjusted_position); } else { //cogl_color_out = vec4(0, 0, 0, 1); } // square if (mod(float(corrected_position.x), float(safe_factor)) >= 2.0 && mod(float(corrected_position.y), float(safe_factor)) >= 2.0) { //cogl_color_out = get_texture_at_position(adjusted_position); } else { //cogl_color_out = vec4(0, 0, 0, 1); } // local mix vec4 color = vec4(0.0); int count = 0; for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { vec2 lookup_position = adjusted_position + vec2(float(i), float(j)); if (all(greaterThanEqual(lookup_position, vec2(0.0, 0.0))) && all(lessThan(lookup_position, vec2(width, height) / float(safe_factor)))) { color += get_texture_at_position(lookup_position); count += 1; } } } //cogl_color_out = color / count; }