mirror of
https://github.com/SangeloDev/SangeFault.git
synced 2024-11-13 00:52:43 +00:00
a50683c84e
basically starting over... this is gonna be fun!
45 lines
1.5 KiB
GLSL
45 lines
1.5 KiB
GLSL
#version 150
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uniform sampler2D DiffuseSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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out vec4 fragColor;
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void main(){
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vec4 u = texture(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y));
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vec4 d = texture(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y));
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vec4 l = texture(DiffuseSampler, texCoord + vec2(-oneTexel.x, 0.0));
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vec4 r = texture(DiffuseSampler, texCoord + vec2( oneTexel.x, 0.0));
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vec4 v1 = min(l, r);
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vec4 v2 = min(u, d);
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vec4 v3 = min(v1, v2);
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vec4 ul = texture(DiffuseSampler, texCoord + vec2(-oneTexel.x, -oneTexel.y));
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vec4 dr = texture(DiffuseSampler, texCoord + vec2( oneTexel.x, oneTexel.y));
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vec4 dl = texture(DiffuseSampler, texCoord + vec2(-oneTexel.x, oneTexel.y));
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vec4 ur = texture(DiffuseSampler, texCoord + vec2( oneTexel.x, -oneTexel.y));
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vec4 v4 = min(ul, dr);
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vec4 v5 = min(ur, dl);
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vec4 v6 = min(v4, v5);
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vec4 v7 = min(v3, v6);
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vec4 uu = texture(DiffuseSampler, texCoord + vec2( 0.0, -oneTexel.y * 2.0));
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vec4 dd = texture(DiffuseSampler, texCoord + vec2( 0.0, oneTexel.y * 2.0));
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vec4 ll = texture(DiffuseSampler, texCoord + vec2(-oneTexel.x * 2.0, 0.0));
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vec4 rr = texture(DiffuseSampler, texCoord + vec2( oneTexel.x * 2.0, 0.0));
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vec4 v8 = min(uu, dd);
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vec4 v9 = min(ll, rr);
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vec4 v10 = min(v8, v9);
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vec4 v11 = min(v7, v10);
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vec4 c = texture(DiffuseSampler, texCoord);
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vec4 color = min(c, v11);
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fragColor = vec4(color.rgb, 1.0);
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}
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