// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float height; float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; } void main() { vec2 pixelStep = 1. / dimension; vec4 c = texture2D(gm_BaseTexture, v_vTexcoord); float col = bright(c); float h0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1., 0.))); float h1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1., 0.))); float v0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(0., -1.))); float v1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(0., 1.))); vec2 normal = (vec2(h1, v1) - vec2(h0, v0)) / 2. * height + 0.5; gl_FragColor = vec4(normal, 1., c.a); }