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GLSL

#version 120
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 center = texture2D(DiffuseSampler, texCoord);
vec4 up = texture2D(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y));
vec4 down = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0));
vec4 left = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0));
vec4 right = texture2D(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y));
vec4 uDiff = center - up;
vec4 dDiff = center - down;
vec4 lDiff = center - left;
vec4 rDiff = center - right;
vec4 sum = uDiff + dDiff + lDiff + rDiff;
vec3 clamped = clamp(center.rgb - sum.rgb, 0.0, 1.0);
gl_FragColor = vec4(clamped, center.a);
}