Let's say that I want to downsample from 4x4 to 2x2 texels texture, do some fancy stuff, and upsample it again from 2x2 to 4x4. How do I calculate the correct neighbor texels offsets? I can't use bilinear filtering or nearest filtering. I need to pick 4 samples for each fragment execution and pick the maximum one before downsampling. The same holds for the upsampling pass, i.e., I need to pick 4 samples for each fragment execution.
Have I calculated the neighbor offsets correctly(I'm using a fullscreen quad)?
//Downsample: 1.0 / 2.0, Upsample: 1.0 / 4.0.
vec2 texelSize = vec2(1.0 / textureWidth, 1.0 / textureHeight);
const vec2 DOWNSAMPLE_OFFSETS[4] = vec2[]
(
vec2(-0.5, -0.5) * texelSize,
vec2(-0.5, 0.5) * texelSize,
vec2(0.5, -0.5) * texelSize,
vec2(0.5, 0.5) * texelSize
);
const vec2 UPSAMPLE_OFFSETS[4] = vec2[]
(
vec2(-1.0, -1.0) * texelSize,
vec2(-1.0, 1.0) * texelSize,
vec2(1.0, -1.0) * texelSize,
vec2(1.0, 1.0) * texelSize
);
//Fragment shader.
#version 400 core
uniform sampler2D mainTexture;
in vec2 texCoord;
out vec4 fragColor;
void main(void)
{
#if defined(DOWNSAMPLE)
vec2 uv0 = texCoord + DOWNSAMPLE_OFFSETS[0];
vec2 uv1 = texCoord + DOWNSAMPLE_OFFSETS[1];
vec2 uv2 = texCoord + DOWNSAMPLE_OFFSETS[2];
vec2 uv3 = texCoord + DOWNSAMPLE_OFFSETS[3];
#else
vec2 uv0 = texCoord + UPSAMPLE_OFFSETS[0];
vec2 uv1 = texCoord + UPSAMPLE_OFFSETS[1];
vec2 uv2 = texCoord + UPSAMPLE_OFFSETS[2];
vec2 uv3 = texCoord + UPSAMPLE_OFFSETS[3];
#endif
float val0 = texture(mainTexture, uv0).r;
float val1 = texture(mainTexture, uv1).r;
float val2 = texture(mainTexture, uv2).r;
float val3 = texture(mainTexture, uv3).r;
//Do some stuff...
fragColor = ...;
}