// Edge detection shader uniform sampler2D textureSampler; // The inverse of the texture dimensions along X and Y uniform vec2 texcoordOffset; varying vec4 vertColor; varying vec4 vertTexcoord; void main() { vec4 sum = vec4(0); float kernel[9]; kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0; kernel[3] = -1.0; kernel[4] = +8.0; kernel[5] = -1.0; kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0; vec2 offset[9]; offset[0] = vec2(-texcoordOffset.s, -texcoordOffset.t); offset[1] = vec2( 0.0, -texcoordOffset.t); offset[2] = vec2(+texcoordOffset.s, -texcoordOffset.t); offset[3] = vec2(-texcoordOffset.s, 0.0); offset[4] = vec2( 0.0, 0.0); offset[5] = vec2(+texcoordOffset.s, 0.0); offset[6] = vec2(-texcoordOffset.s, +texcoordOffset.t); offset[7] = vec2( 0.0, +texcoordOffset.t); offset[8] = vec2(+texcoordOffset.s, +texcoordOffset.t); for (int i = 0; i < 9; i++) { vec4 tmp = texture2D(textureSampler, vertTexcoord.st + offset[i]); sum += tmp * kernel[i]; } gl_FragColor = vec4(sum.rgb, 1.0); }