firewater.glsl 452 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. float4 c0 = texture(samp9, uv0);
  8. float4 c1 = texture(samp9, uv0 + float2(1,1)*resolution.zw);
  9. float4 c2 = texture(samp9, uv0 + float2(-1,-1)*resolution.zw);
  10. float red = c0.r;
  11. float green = c0.g;
  12. float blue = c0.b;
  13. float alpha = c0.a;
  14. red = c0.r - c1.b;
  15. blue = c0.b - c2.r + (c0.g - c0.r);
  16. ocol0 = float4(red, 0.0, blue, alpha);
  17. }