#version 310 es precision highp float; precision highp int; layout(location = 0) in vec4 v_fragmentColor; layout(location = 1) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; #define FILTER_SIZE 3 #define COLOR_LEVELS 7.0 #define EDGE_FILTER_SIZE 3 #define EDGE_THRESHOLD 0.05 layout(std140, binding = 0) uniform fs_ub { vec2 resolution; }; vec4 edgeFilter(in int px, in int py) { vec4 color = vec4(0.0); for (int y = -EDGE_FILTER_SIZE; y <= EDGE_FILTER_SIZE; ++y) { for (int x = -EDGE_FILTER_SIZE; x <= EDGE_FILTER_SIZE; ++x) { color += texture(u_tex0, v_texCoord + vec2(px + x, py + y) / resolution.xy); } } color /= float((2 * EDGE_FILTER_SIZE + 1) * (2 * EDGE_FILTER_SIZE + 1)); return color; } layout(location = 0) out vec4 FragColor; void main(void) { // Shade vec4 color = vec4(0.0); for (int y = -FILTER_SIZE; y <= FILTER_SIZE; ++y) { for (int x = -FILTER_SIZE; x <= FILTER_SIZE; ++x) { color += texture(u_tex0, v_texCoord + vec2(x, y) / resolution.xy); } } color /= float((2 * FILTER_SIZE + 1) * (2 * FILTER_SIZE + 1)); for (int c = 0; c < 3; ++c) { color[c] = floor(COLOR_LEVELS * color[c]) / COLOR_LEVELS; } // Highlight edges vec4 sum = abs(edgeFilter(0, 1) - edgeFilter(0, -1)); sum += abs(edgeFilter(1, 0) - edgeFilter(-1, 0)); sum /= 2.0; if (length(sum) > EDGE_THRESHOLD) { color.rgb = vec3(0.0); } FragColor = color; }