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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- uniform vec4 resolution;
- void main()
- {
- float4 emboss = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*2.0;
- emboss -= (texture(samp9, uv0+float2(1,-1)*resolution.zw).rgba - texture(samp9, uv0+float2(-1,1)*resolution.zw).rgba);
- float4 color = texture(samp9, uv0).rgba;
- if (color.r > 0.8 && color.b + color.b < 0.2)
- ocol0 = float4(1,0,0,0);
- else {
- color += emboss;
- if (dot(color.rgb, float3(0.3, 0.5, 0.2)) > 0.5)
- ocol0 = float4(1,1,1,1);
- else
- ocol0 = float4(0,0,0,0);
- }
- }
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