41 lines
1.5 KiB
GLSL
41 lines
1.5 KiB
GLSL
#version 430
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in vec2 fragTexCoord;
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in vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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out vec4 finalColor;
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uniform vec2 resolution = vec2(800, 450);
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vec4 sobel_filter(void) {
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float x = 1.0/resolution.x;
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float y = 1.0/resolution.y;
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vec4 horizEdge = vec4(0.0);
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))* 1.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))* 2.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))* 1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))* 1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))* 2.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))* 1.0;
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vec4 vertEdge = vec4(0.0);
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))* 1.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))* 2.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))* 1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))* 1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))* 2.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))* 1.0;
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vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
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return (vec4(edge, texture2D(texture0, fragTexCoord).a));
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}
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void main(void) {
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finalColor = fragColor - sobel_filter();
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}
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