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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 tmp = float4(0, 0, 0, 0);
- tmp += c0 - texture(samp9, uv0 + float2(2, 2)*resolution.zw).rgba;
- tmp += c0 - texture(samp9, uv0 - float2(2, 2)*resolution.zw).rgba;
- tmp += c0 - texture(samp9, uv0 + float2(2, -2)*resolution.zw).rgba;
- tmp += c0 - texture(samp9, uv0 - float2(2, -2)*resolution.zw).rgba;
- float grey = ((0.222 * tmp.r) + (0.707 * tmp.g) + (0.071 * tmp.b));
- // get rid of the bottom line, as it is incorrect.
- if (uv0.y*resolution.y < 163)
- tmp = float4(1.0, 1.0, 1.0, 1.0);
- c0 = c0+1-grey*7.0;
- ocol0 = float4(c0.r, c0.g, c0.b, 1);
- }
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