#version 330 uniform sampler2D qt_Texture0; in vec2 qt_TexCoord0; in vec2 center; layout(location = 0) out vec4 color; #define f(x, y) texelFetch(qt_Texture0, icenter + ivec2(x, y), 0).r void main(void) { ivec2 texSize = textureSize(qt_Texture0, 0); ivec2 icenter = ivec2(center); ivec2 alternate = icenter % 2; // cross, checker, theta, phi const vec4 kA = vec4(-1.0, -1.5, 0.5, -1.0) / 8.0; const vec4 kB = vec4( 2.0, 0.0, 0.0, 4.0) / 8.0; const vec4 kC = vec4( 4.0, 6.0, 5.0, 5.0) / 8.0; const vec4 kD = vec4( 0.0, 2.0, -1.0, -1.0) / 8.0; const vec4 kE = vec4(-1.0, -1.5, -1.0, 0.5) / 8.0; const vec4 kF = vec4( 2.0, 0.0, 4.0, 0.0) / 8.0; float A = f(0,2) + f(0,-2); float B = f(0,1) + f(0,-1); float C = f(0,0); float D = f(1,1) + f(-1,1) + f(1,-1) + f(-1,-1); float E = f(2,0) + f(-2,0); float F = f(1,0) + f(-1,0); vec4 P = kA*A + kB*B + kC*C + kD*D + kE*E + kF*F; color.rgb = alternate.y == 0 ? (alternate.x == 0 ? vec3(C, P.xy) : // even row even col vec3(P.z, C, P.w)) : // even row odd col (alternate.x == 0 ? vec3(P.w, C, P.z) : // odd row even col vec3(P.yx, C)); // odd row odd col color.a = 1.0; }