Created
September 4, 2011 09:37
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"Sketch" OpenGL (ES) Fragment Shader
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 resolution; | |
uniform sampler2D tex0; | |
const vec4 luminance_vector = vec4(0.3, 0.59, 0.11, 0.0); | |
void main() { | |
vec2 uv = vec2(1.0) - (gl_FragCoord.xy / resolution.xy); | |
vec2 n = 1.0/resolution.xy; | |
vec4 CC = texture2D(tex0, uv); | |
vec4 RD = texture2D(tex0, uv + vec2( n.x, -n.y)); | |
vec4 RC = texture2D(tex0, uv + vec2( n.x, 0.0)); | |
vec4 RU = texture2D(tex0, uv + n); | |
vec4 LD = texture2D(tex0, uv - n); | |
vec4 LC = texture2D(tex0, uv - vec2( n.x, 0.0)); | |
vec4 LU = texture2D(tex0, uv - vec2( n.x, -n.y)); | |
vec4 CD = texture2D(tex0, uv - vec2( 0.0, n.y)); | |
vec4 CU = texture2D(tex0, uv + vec2( 0.0, n.y)); | |
gl_FragColor = vec4(2.0*abs(length( | |
vec2( | |
-abs(dot(luminance_vector, RD - LD)) | |
+4.0*abs(dot(luminance_vector, RC - LC)) | |
-abs(dot(luminance_vector, RU - LU)), | |
-abs(dot(luminance_vector, LD - LU)) | |
+4.0*abs(dot(luminance_vector, CD - CU)) | |
-abs(dot(luminance_vector, RD - RU)) | |
) | |
)-0.5)); | |
} |
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