22 lines
788 B
Plaintext
22 lines
788 B
Plaintext
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#version 120
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uniform sampler2D DiffuseSampler;
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varying vec2 texCoord;
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varying vec2 oneTexel;
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void main(){
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vec4 center = texture2D(DiffuseSampler, texCoord);
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vec4 up = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y));
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vec4 down = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0));
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vec4 left = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0));
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vec4 right = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y));
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vec4 uDiff = center - up;
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vec4 dDiff = center - down;
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vec4 lDiff = center - left;
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vec4 rDiff = center - right;
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vec4 sum = uDiff + dDiff + lDiff + rDiff;
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vec3 clamped = clamp(center.rgb - sum.rgb, 0.0, 1.0);
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gl_FragColor = vec4(clamped, 1.0);
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}
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