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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- uniform vec4 resolution;
- void main()
- {
- float4 c0 = texture(samp9, uv0).rgba;
- float4 c1 = texture(samp9, uv0 + float2(5,5)*resolution.zw).rgba;
- float y = (0.222 * c1.r) + (0.707 * c1.g) + (0.071 * c1.b);
- float y2 = ((0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b)) / 3;
- float red = c0.r;
- float green = c0.g;
- float blue = c0.b;
- float alpha = c0.a;
-
- red = y2 + (1 - y);
- green = y2 + (1 - y);
- blue = y2 + (1 - y);
- ocol0 = float4(red, green, blue, alpha);
- }
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