2014-09-30 16:07:25 +02:00
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uniform sampler2D texture;
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uniform float edge_threshold;
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2018-05-20 14:06:24 +02:00
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varying vec4 texCoord;
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varying vec4 frontColor;
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2014-09-30 16:07:25 +02:00
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void main()
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{
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const float offset = 1.0 / 512.0;
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2015-04-01 04:08:23 +02:00
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vec2 offx = vec2(offset, 0.0);
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vec2 offy = vec2(0.0, offset);
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2014-09-30 16:07:25 +02:00
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2018-05-20 14:06:24 +02:00
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vec4 hEdge = texture2D(texture, texCoord.xy - offy) * -2.0 +
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texture2D(texture, texCoord.xy + offy) * 2.0 +
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texture2D(texture, texCoord.xy - offx - offy) * -1.0 +
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texture2D(texture, texCoord.xy - offx + offy) * 1.0 +
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texture2D(texture, texCoord.xy + offx - offy) * -1.0 +
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texture2D(texture, texCoord.xy + offx + offy) * 1.0;
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2014-09-30 16:07:25 +02:00
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2018-05-20 14:06:24 +02:00
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vec4 vEdge = texture2D(texture, texCoord.xy - offx) * 2.0 +
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texture2D(texture, texCoord.xy + offx) * -2.0 +
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texture2D(texture, texCoord.xy - offx - offy) * 1.0 +
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texture2D(texture, texCoord.xy - offx + offy) * -1.0 +
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texture2D(texture, texCoord.xy + offx - offy) * 1.0 +
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texture2D(texture, texCoord.xy + offx + offy) * -1.0;
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2014-09-30 16:07:25 +02:00
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vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
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float edge = length(result);
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2018-05-20 14:06:24 +02:00
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vec4 pixel = frontColor * texture2D(texture, texCoord.xy);
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2014-09-30 16:07:25 +02:00
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if (edge > (edge_threshold * 8.0))
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pixel.rgb = vec3(0.0, 0.0, 0.0);
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else
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pixel.a = edge_threshold;
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2015-04-01 04:08:23 +02:00
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gl_FragColor = pixel;
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2014-09-30 16:07:25 +02:00
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}
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