// This should act as Bilinear filtering when texture filtering is disabled // the algo is pretty much public domain, so no credit given void SetupMaterial( inout Material mat ) { vec2 size = vec2(textureSize(tex,0)); vec2 pxsize = vec2(1./size.x,1./size.y); vec2 pos = vTexCoord.st; vec2 f = fract(pos*size); pos += (.5-f)*pxsize; vec4 p0q0 = texture(tex,pos); vec4 p1q0 = texture(tex,pos+vec2(pxsize.x,0.)); vec4 p0q1 = texture(tex,pos+vec2(0.,pxsize.y)); vec4 p1q1 = texture(tex,pos+vec2(pxsize.x,pxsize.y)); vec4 pInterp_q0 = mix(p0q0,p1q0,f.x); vec4 pInterp_q1 = mix(p0q1,p1q1,f.x); mat.Base = mix(pInterp_q0,pInterp_q1,f.y); mat.Normal = ApplyNormalMap(vTexCoord.st); }