96 lines
886 B
GLSL
96 lines
886 B
GLSL
#version 150
|
|
#define float2 vec2
|
|
#define float3 vec3
|
|
#define float4 vec4
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
}params;
|
|
|
|
layout(std140) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
}global;
|
|
|
|
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
uniform sampler2D Source;
|
|
|
|
|
|
|
|
float dist(vec3 A, vec3 B)
|
|
{
|
|
float r = 0.5 *(A . r + B . r);
|
|
vec3 d = A - B;
|
|
vec3 c = vec3(2 + r, 4, 3 - r);
|
|
|
|
return sqrt(dot(c * d, d))/ 3;
|
|
}
|
|
|
|
|
|
void main()
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
vec3 A = textureOffset(Source, vTexCoord, ivec2(- 1, - 1)). rgb;
|
|
vec3 B = textureOffset(Source, vTexCoord, ivec2(0, - 1)). rgb;
|
|
vec3 C = textureOffset(Source, vTexCoord, ivec2(1, - 1)). rgb;
|
|
vec3 E = textureOffset(Source, vTexCoord, ivec2(0, 0)). rgb;
|
|
vec3 F = textureOffset(Source, vTexCoord, ivec2(1, 0)). rgb;
|
|
|
|
|
|
FragColor = vec4(dist(E, A), dist(E, B), dist(E, C), dist(E, F));
|
|
}
|