Files
processing4/java/examples/OpenGL/Shaders/EdgeDetect/data/edges.glsl
2012-07-20 20:24:58 +00:00

38 lines
1.1 KiB
GLSL

// 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);
}