I've set up a texture with MAG_FILTERING = GL_NEAREST.
I do not wish to set it to GL_LINEAR, but in one of my shaders, I want to fetch the content of the texture as if it was GL_LINEAR.
I've been trying to find the answer all over, but can't find anything reliable, nor any examples.
The current code is:
uniform sampler2DRect sampler1;
in vec2 vTexCoo;
main() {
out_diffuse = texture(sampler1, vTexCoo);
}
I could in theory build a function that interpolates 4 pixels, but meh... Surely there must be some way of specifying what filtering to use.