#version 150

uniform sampler2D source[];
uniform vec4 sourceSize[];

in Vertex {
  vec2 texCoord;
};

	float weight(float x)
	{
	    float ax = abs(x);
	    const float B = 0.1;
	    const float C = 0.5;

	    if (ax < 1.0) {
		return (
		    pow(x, 2.0) * (
			(12.0 - 9.0 * B - 6.0 * C) * ax +
			(-18.0 + 12.0 * B + 6.0 * C)
		    ) +
		    (6.0 - 2.0 * B)
		) / 6.0;

	    } else if ((ax >= 1.0) && (ax < 2.0)) {
		return (
		    pow(x, 2.0) * (
			(-B - 6.0 * C) * ax +
			(6.0 * B + 30.0 * C)
		    ) +
		    (-12.0 * B - 48.0 * C) * ax +
		    (8.0 * B + 24.0 * C)
		) / 6.0;

	    } else {
		return 0.0;
	    }
	}

	vec4 weight4(float x)
	{
	    return vec4(
		weight(x + 1.0),
		weight(x),
		weight(1.0 - x),
		weight(2.0 - x));
	}

	vec3 pixel(float xpos, float ypos)
	{
	    return texture2D(source[0], vec2(xpos, ypos)).rgb;
	}

	vec3 line(float ypos, vec4 xpos, vec4 linetaps)
	{
	    return
		pixel(xpos.r, ypos) * linetaps.r +
		pixel(xpos.g, ypos) * linetaps.g +
		pixel(xpos.b, ypos) * linetaps.b +
		pixel(xpos.a, ypos) * linetaps.a;
	}
    
		out vec4 fragColor;
	
	void main()
	{
	    vec2 stepxy = 1.0 / sourceSize[0].xy;
	    vec2 pos = texCoord.xy + stepxy * 0.5;
	    vec2 f = fract(pos / stepxy);

	    vec4 linetaps   = weight4(f.x);
	    vec4 columntaps = weight4(f.y);

	    // make sure all taps added together is exactly 1.0, otherwise some
	    // (very small) distortion can occur
	    linetaps /=	linetaps.r + linetaps.g + linetaps.b + linetaps.a;
	    columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;

	    vec2 xystart = (-1.5 - f) * stepxy + pos;
	    vec4 xpos = vec4(
		xystart.x,
		xystart.x + stepxy.x,
		xystart.x + stepxy.x * 2.0,
		xystart.x + stepxy.x * 3.0);
		
		fragColor.a = 1.0;
	    fragColor.rgb = line(xystart.y, xpos, linetaps) * columntaps.r + line(xystart.y + stepxy.y, xpos, linetaps) * columntaps.g + line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b + line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a;
	}
