/* -*- 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 */ 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 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, tex_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: */