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			35 lines
		
	
	
		
			929 B
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			35 lines
		
	
	
		
			929 B
		
	
	
	
		
			GLSL
		
	
#version 120
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uniform sampler2D DiffuseSampler;
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varying vec2 texCoord;
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varying vec2 oneTexel;
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void main(){
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    vec4 c = texture2D(DiffuseSampler, texCoord);
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    vec4 u = texture2D(DiffuseSampler, texCoord + vec2(        0.0, -oneTexel.y));
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    vec4 d = texture2D(DiffuseSampler, texCoord + vec2(        0.0,  oneTexel.y));
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    vec4 l = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x,         0.0));
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    vec4 r = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x,         0.0));
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    vec4 nc = normalize(c);
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    vec4 nu = normalize(u);
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    vec4 nd = normalize(d);
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    vec4 nl = normalize(l);
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    vec4 nr = normalize(r);
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    float du = dot(nc, nu);
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    float dd = dot(nc, nd);
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    float dl = dot(nc, nl);
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    float dr = dot(nc, nr);
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    float i = 64.0;
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    float f = 1.0;
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    f += (du * i) - (dd * i);
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    f += (dr * i) - (dl * i);
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    vec4 color = c * clamp(f, 0.5, 2);
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    gl_FragColor = vec4(color.rgb, c.a);
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}
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