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			22 lines
		
	
	
		
			793 B
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			22 lines
		
	
	
		
			793 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 center = texture2D(DiffuseSampler, texCoord);
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    vec4 up     = texture2D(DiffuseSampler, texCoord + vec2(        0.0, -oneTexel.y));
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    vec4 down   = texture2D(DiffuseSampler, texCoord + vec2( oneTexel.x,         0.0));
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    vec4 left   = texture2D(DiffuseSampler, texCoord + vec2(-oneTexel.x,         0.0));
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    vec4 right  = texture2D(DiffuseSampler, texCoord + vec2(        0.0,  oneTexel.y));
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    vec4 uDiff = center - up;
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    vec4 dDiff = center - down;
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    vec4 lDiff = center - left;
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    vec4 rDiff = center - right;
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    vec4 sum = uDiff + dDiff + lDiff + rDiff;
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    vec3 clamped = clamp(center.rgb - sum.rgb, 0.0, 1.0);
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    gl_FragColor = vec4(clamped, center.a);
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}
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