mirror of
https://github.com/processing/processing4.git
synced 2026-01-30 11:51:54 +01:00
41 lines
1.5 KiB
GLSL
41 lines
1.5 KiB
GLSL
#ifdef GL_ES
|
|
precision mediump float;
|
|
precision mediump int;
|
|
#endif
|
|
|
|
#define PROCESSING_TEXTURE_SHADER
|
|
|
|
uniform sampler2D texture;
|
|
uniform vec2 texOffset;
|
|
|
|
varying vec4 vertColor;
|
|
varying vec4 vertTexCoord;
|
|
|
|
void main(void) {
|
|
// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
|
|
// in this thread:
|
|
// http://www.idevgames.com/forums/thread-3467.html
|
|
vec2 tc0 = vertTexCoord.st + vec2(-texOffset.s, -texOffset.t);
|
|
vec2 tc1 = vertTexCoord.st + vec2( 0.0, -texOffset.t);
|
|
vec2 tc2 = vertTexCoord.st + vec2(+texOffset.s, -texOffset.t);
|
|
vec2 tc3 = vertTexCoord.st + vec2(-texOffset.s, 0.0);
|
|
vec2 tc4 = vertTexCoord.st + vec2( 0.0, 0.0);
|
|
vec2 tc5 = vertTexCoord.st + vec2(+texOffset.s, 0.0);
|
|
vec2 tc6 = vertTexCoord.st + vec2(-texOffset.s, +texOffset.t);
|
|
vec2 tc7 = vertTexCoord.st + vec2( 0.0, +texOffset.t);
|
|
vec2 tc8 = vertTexCoord.st + vec2(+texOffset.s, +texOffset.t);
|
|
|
|
vec4 col0 = texture2D(texture, tc0);
|
|
vec4 col1 = texture2D(texture, tc1);
|
|
vec4 col2 = texture2D(texture, tc2);
|
|
vec4 col3 = texture2D(texture, tc3);
|
|
vec4 col4 = texture2D(texture, tc4);
|
|
vec4 col5 = texture2D(texture, tc5);
|
|
vec4 col6 = texture2D(texture, tc6);
|
|
vec4 col7 = texture2D(texture, tc7);
|
|
vec4 col8 = texture2D(texture, tc8);
|
|
|
|
vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
|
|
gl_FragColor = vec4(sum.rgb, 1.0) * vertColor;
|
|
}
|