// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int filter; const mat3 sobel = mat3( -1., -2., -1., 0., 0., 0., 1., 2., 1); const mat3 prewit = mat3( -1., -1., -1., 0., 0., 0., 1., 1., 1); const mat3 laplac = mat3( 1., 1., 1., 1., -8., 1., 1., 1., 1); #define TAU 6.28318 float bright(in vec4 col) { return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a; } void main() { vec2 texel = vec2(1.) / dimension; vec4 point = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 hColor = vec4(0.); vec4 vColor = vec4(0.); for(float i = -1.; i <= 1.; i++) { for(float j = -1.; j <= 1.; j++) { vec2 pxs = v_vTexcoord + vec2(texel.x * i, texel.y * j); pxs = clamp(pxs, vec2(0.), vec2(1.)); int ii = int(1. + i); int jj = int(1. + j); if(filter == 0) { hColor += texture2D( gm_BaseTexture, pxs ) * sobel[jj][ii]; vColor += texture2D( gm_BaseTexture, pxs ) * sobel[ii][jj]; } else if(filter == 1) { hColor += texture2D( gm_BaseTexture, pxs ) * prewit[jj][ii]; vColor += texture2D( gm_BaseTexture, pxs ) * prewit[ii][jj]; } else if(filter == 2) { hColor += texture2D( gm_BaseTexture, pxs ) * laplac[jj][ii]; } } } if(filter == 2) gl_FragColor = vec4(vec3(hColor), point.a); else gl_FragColor = vec4(vec3(distance(hColor, vColor)), point.a); }