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23 lines
600 B
GLSL
23 lines
600 B
GLSL
uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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vec4 to_gray = vec4(0.3,0.59,0.11,0);
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float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw));
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float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw));
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float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw));
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float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw));
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float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
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float4 color = texture(samp9, uv0).rgba;
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ocol0 = color - vec4(edge, edge, edge, edge) * 12.0;
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}
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