#version 310 es precision highp float; precision highp int; layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(std140, binding = 0) uniform fs_ub { vec2 resolution; }; float lookup(vec2 p, float dx, float dy) { vec2 uv = p.xy + vec2(dx , dy ) / resolution.xy; vec4 c = texture(u_tex0, uv.xy); return 0.2126*c.r + 0.7152*c.g + 0.0722*c.b; } layout(location = SV_Target0) out vec4 FragColor; 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; FragColor.xyz = vec3(1.-g); FragColor.w = 1.; }