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- /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
- /*
- * This file is part of the LibreOffice project.
- *
- * This Source Code Form is subject to the terms of the Mozilla Public
- * License, v. 2.0. If a copy of the MPL was not distributed with this
- * file, You can obtain one at http://mozilla.org/MPL/2.0/.
- */
- /* TODO Use textureOffset for newest version of GLSL */
- #version 130
- uniform sampler2D sampler;
- uniform int xscale;
- uniform int yscale;
- uniform float xstep;
- uniform float ystep;
- uniform float ratio; // = 1.0/(xscale*yscale)
- varying vec2 tex_coord;
- // This mode makes the scaling work like maskedTextureFragmentShader.glsl
- // (instead of like plain textureVertexShader.glsl).
- #ifdef MASKED
- varying vec2 mask_coord;
- uniform sampler2D mask;
- #endif
- /*
- Just make the resulting color the average of all the source pixels
- (which is an area (xscale)x(yscale) ).
- */
- void main(void)
- {
- vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
- vec2 offset = vec2( 0.0, 0.0 );
- for( int y = 0; y < yscale; ++y )
- {
- for( int x = 0; x < xscale; ++x )
- {
- #ifndef MASKED
- sum += texture2D( sampler, tex_coord.st + offset );
- #else
- vec4 texel;
- texel = texture2D( sampler, tex_coord.st + offset );
- texel.a = 1.0 - texture2D( mask, mask_coord.st + offset ).r;
- sum += texel;
- #endif
- offset.x += xstep;
- }
- offset.y += ystep;
- offset.x = 0.0;
- }
- sum *= ratio;
- gl_FragColor = sum;
- }
- /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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