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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- uniform vec4 resolution;
- void main()
- {
- float4 c0 = texture(samp9, uv0);
- float4 c1 = texture(samp9, uv0 - float2(1, 0)*resolution.zw);
- float4 c2 = texture(samp9, uv0 - float2(0, 1)*resolution.zw);
- float4 c3 = texture(samp9, uv0 + float2(1, 0)*resolution.zw);
- float4 c4 = texture(samp9, uv0 + float2(0, 1)*resolution.zw);
- float red = c0.r;
- float blue = c0.b;
- float green = c0.g;
- float red2 = (c1.r + c2.r + c3.r + c4.r) / 4;
- float blue2 = (c1.b + c2.b + c3.b + c4.b) / 4;
- float green2 = (c1.g + c2.g + c3.g + c4.g) / 4;
- if(red2 > 0.3)
- red = c0.r + c0.r / 2 ;
- else
- red = c0.r - c0.r / 2 ;
- if(green2 > 0.3)
- green = c0.g+ c0.g / 2;
- else
- green = c0.g - c0.g / 2;
-
-
- if(blue2 > 0.3)
- blue = c0.b+ c0.b / 2 ;
- else
- blue = c0.b - c0.b / 2 ;
-
- ocol0 = float4(red, green, blue, c0.a);
- }
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