#ifdef GL_ES precision mediump float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform vec2 resolution; uniform sampler2D CC_Texture0; float lookup(vec2 p, float dx, float dy) { vec2 uv = p.xy + vec2(dx , dy ) / resolution.xy; vec4 c = texture2D(CC_Texture0, uv.xy); return 0.2126*c.r + 0.7152*c.g + 0.0722*c.b; } void main(void) { vec2 p = v_texCoord.xy; // simple sobel edge detection float gx = 0.0; gx += -1.0 * lookup(p, -1.0, -1.0); gx += -2.0 * lookup(p, -1.0, 0.0); gx += -1.0 * lookup(p, -1.0, 1.0); gx += 1.0 * lookup(p, 1.0, -1.0); gx += 2.0 * lookup(p, 1.0, 0.0); gx += 1.0 * lookup(p, 1.0, 1.0); float gy = 0.0; gy += -1.0 * lookup(p, -1.0, -1.0); gy += -2.0 * lookup(p, 0.0, -1.0); gy += -1.0 * lookup(p, 1.0, -1.0); gy += 1.0 * lookup(p, -1.0, 1.0); gy += 2.0 * lookup(p, 0.0, 1.0); gy += 1.0 * lookup(p, 1.0, 1.0); float g = gx*gx + gy*gy; gl_FragColor.xyz = vec3(1.-g); gl_FragColor.w = 1.; }