diff --git a/Data/Sys/Shaders/auto_toon.glsl b/Data/Sys/Shaders/auto_toon.glsl index a3c46730cc..a4efa8433a 100644 --- a/Data/Sys/Shaders/auto_toon.glsl +++ b/Data/Sys/Shaders/auto_toon.glsl @@ -7,16 +7,16 @@ uniform vec4 resolution; void main() { - vec4 to_gray = vec4(0.3,0.59,0.11,0); - - float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw)); - float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw)); - float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw)); - float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw)); - - float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2); - - float4 color = texture(samp9, uv0).rgba; + vec4 to_gray = vec4(0.3,0.59,0.11,0); - ocol0 = color - vec4(edge, edge, edge, edge) * 12.0; + float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw)); + float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw)); + float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw)); + float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw)); + + float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2); + + float4 color = texture(samp9, uv0).rgba; + + ocol0 = color - vec4(edge, edge, edge, edge) * 12.0; }