mirror of https://github.com/axmolengine/axmol.git
66 lines
1.3 KiB
GLSL
Executable File
66 lines
1.3 KiB
GLSL
Executable File
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
varying vec4 v_fragmentColor;
|
|
varying vec2 v_texCoord;
|
|
|
|
uniform vec2 resolution;
|
|
uniform sampler2D CC_Texture0;
|
|
|
|
|
|
#define FILTER_SIZE 3
|
|
#define COLOR_LEVELS 7.0
|
|
#define EDGE_FILTER_SIZE 3
|
|
#define EDGE_THRESHOLD 0.05
|
|
|
|
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 += texture2D(CC_Texture0, v_texCoord + vec2(px + x, py + y) / resolution.xy);
|
|
}
|
|
}
|
|
|
|
color /= float((2 * EDGE_FILTER_SIZE + 1) * (2 * EDGE_FILTER_SIZE + 1));
|
|
|
|
return color;
|
|
}
|
|
|
|
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 += texture2D(CC_Texture0, 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);
|
|
}
|
|
|
|
gl_FragColor = color;
|
|
}
|