acidtrip.glsl 183 B

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  1. uniform sampler2D samp9;
  2. out vec4 ocol0;
  3. in vec2 uv0;
  4. uniform vec4 resolution;
  5. void main()
  6. {
  7. ocol0 = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*8;
  8. }