// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float height; uniform int smooth; 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.))); float d0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1., -1.))); float d1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1., -1.))); float d2 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1., 1.))); float d3 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1., 1.))); vec2 normal; if(smooth == 1) { normal = (vec2(h1 - col, 0.) + vec2(col - h0, 0.) + vec2(0., v1 - col) + vec2(0., col - v0) + vec2(d0 - col, col - d0) / sqrt(2.) + vec2(col - d1, col - d1) / sqrt(2.) + vec2(col - d2, d2 - col) / sqrt(2.) + vec2(d3 - col, d3 - col) / sqrt(2.) ) / (2. + 2. * sqrt(2.)) * height + 0.5; } else if(smooth == 0) { normal = (vec2(h1 - col, 0.) + vec2(col - h0, 0.) + vec2(0., v1 - col) + vec2(0., col - v0) ) / 2. * height + 0.5; } gl_FragColor = vec4(normal, 1., c.a); }