#version 120 uniform sampler2D DiffuseSampler; varying vec2 texCoord; varying vec2 oneTexel; void main(){ vec4 center = texture2D(DiffuseSampler, texCoord); vec4 left = texture2D(DiffuseSampler, texCoord - vec2(oneTexel.x, 0.0)); vec4 right = texture2D(DiffuseSampler, texCoord + vec2(oneTexel.x, 0.0)); vec4 up = texture2D(DiffuseSampler, texCoord - vec2(0.0, oneTexel.y)); vec4 down = texture2D(DiffuseSampler, texCoord + vec2(0.0, oneTexel.y)); vec4 leftDiff = center - left; vec4 rightDiff = center - right; vec4 upDiff = center - up; vec4 downDiff = center - down; vec4 total = clamp(leftDiff + rightDiff + upDiff + downDiff, 0.0, 1.0); gl_FragColor = vec4(total.rgb, 1.0); }