62 lines
1.6 KiB
GLSL
62 lines
1.6 KiB
GLSL
#version 300 es
|
|
|
|
precision highp float;
|
|
precision highp sampler2D;
|
|
|
|
in vec2 texCoord;
|
|
out vec4 fragColor;
|
|
|
|
uniform sampler2D xTex;
|
|
uniform sampler2D bTex;
|
|
|
|
float x(ivec2 coord)
|
|
{
|
|
if(coord.x <= 0
|
|
|| coord.x >= textureSize(xTex, 0).x
|
|
|| coord.y <= 0
|
|
|| coord.y >= textureSize(xTex, 0).y)
|
|
{
|
|
return (0.);
|
|
}
|
|
return (texelFetch(xTex, coord, 0).x);
|
|
}
|
|
|
|
float b(ivec2 coord)
|
|
{
|
|
if(coord.x <= 0
|
|
|| coord.x >= textureSize(bTex, 0).x
|
|
|| coord.y <= 0
|
|
|| coord.y >= textureSize(bTex, 0).y)
|
|
{
|
|
return (0.);
|
|
}
|
|
return (texelFetch(bTex, coord, 0).x);
|
|
}
|
|
|
|
float residual(ivec2 coord)
|
|
{
|
|
ivec2 vr = coord + ivec2(1, 0);
|
|
ivec2 vl = coord - ivec2(1, 0);
|
|
ivec2 vt = coord + ivec2(0, 1);
|
|
ivec2 vb = coord - ivec2(0, 1);
|
|
|
|
return ((x(vl) + x(vr) + x(vt) + x(vb) + b(coord) - 4. * x(coord)) * 4.);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
ivec2 pixelCoord = ivec2(floor(gl_FragCoord.xy));
|
|
|
|
float restricted = residual(2 * pixelCoord + ivec2(-1, -1))
|
|
+ residual(2 * pixelCoord + ivec2(1, -1))
|
|
+ residual(2 * pixelCoord + ivec2(1, 1))
|
|
+ residual(2 * pixelCoord + ivec2(-1, 1))
|
|
+ 2. * residual(2 * pixelCoord + ivec2(-1, 0))
|
|
+ 2. * residual(2 * pixelCoord + ivec2(1, 0))
|
|
+ 2. * residual(2 * pixelCoord + ivec2(0, -1))
|
|
+ 2. * residual(2 * pixelCoord + ivec2(0, 1))
|
|
+ 4. * residual(2 * pixelCoord);
|
|
restricted /= 16.;
|
|
fragColor = vec4(restricted, 0, 0, 1);
|
|
}
|