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