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https://github.com/Ttanasart-pt/Pixel-Composer.git
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28 lines
854 B
GLSL
28 lines
854 B
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform float height;
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float bright(in vec4 col) {
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return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * col.a;
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}
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void main() {
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vec2 pixelStep = 1. / dimension;
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vec4 c = texture2D(gm_BaseTexture, v_vTexcoord);
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float col = bright(c);
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float h0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(-1., 0.)));
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float h1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2( 1., 0.)));
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float v0 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(0., -1.)));
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float v1 = bright(texture2D(gm_BaseTexture, v_vTexcoord + pixelStep * vec2(0., 1.)));
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vec2 normal = (vec2(h1, v1) - vec2(h0, v0)) / 2. * height + 0.5;
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gl_FragColor = vec4(normal, 1., c.a);
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}
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