varying vec2 v_textureCoordinates; uniform float originalSize; uniform sampler2D texture0; uniform sampler2D texture1; uniform sampler2D texture2; uniform sampler2D texture3; uniform sampler2D texture4; uniform sampler2D texture5; const float yMipLevel1 = 1.0 - (1.0 / pow(2.0, 1.0)); const float yMipLevel2 = 1.0 - (1.0 / pow(2.0, 2.0)); const float yMipLevel3 = 1.0 - (1.0 / pow(2.0, 3.0)); const float yMipLevel4 = 1.0 - (1.0 / pow(2.0, 4.0)); void main() { vec2 uv = v_textureCoordinates; vec2 textureSize = vec2(originalSize * 1.5 + 2.0, originalSize); vec2 pixel = 1.0 / textureSize; float mipLevel = 0.0; if (uv.x - pixel.x > (textureSize.y / textureSize.x)) { mipLevel = 1.0; if (uv.y - pixel.y > yMipLevel1) { mipLevel = 2.0; if (uv.y - pixel.y * 3.0 > yMipLevel2) { mipLevel = 3.0; if (uv.y - pixel.y * 5.0 > yMipLevel3) { mipLevel = 4.0; if (uv.y - pixel.y * 7.0 > yMipLevel4) { mipLevel = 5.0; } } } } } if (mipLevel > 0.0) { float scale = pow(2.0, mipLevel); uv.y -= (pixel.y * (mipLevel - 1.0) * 2.0); uv.x *= ((textureSize.x - 2.0) / textureSize.y); uv.x -= 1.0 + pixel.x; uv.y -= (1.0 - (1.0 / pow(2.0, mipLevel - 1.0))); uv *= scale; } else { uv.x *= (textureSize.x / textureSize.y); } if(mipLevel == 0.0) { gl_FragColor = texture2D(texture0, uv); } else if(mipLevel == 1.0) { gl_FragColor = texture2D(texture1, uv); } else if(mipLevel == 2.0) { gl_FragColor = texture2D(texture2, uv); } else if(mipLevel == 3.0) { gl_FragColor = texture2D(texture3, uv); } else if(mipLevel == 4.0) { gl_FragColor = texture2D(texture4, uv); } else if(mipLevel == 5.0) { gl_FragColor = texture2D(texture5, uv); } else { gl_FragColor = vec4(0.0); } }