invertedoutline.glsl 215 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(5,5)*resolution.zw);
  9. ocol0 = c0 - c1;
  10. }