56 lines
1.1 KiB
GLSL
56 lines
1.1 KiB
GLSL
#version 300 es
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precision highp float;
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precision highp sampler2D;
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in vec2 texCoord;
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out vec4 fragColor;
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uniform sampler2D xTex;
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uniform sampler2D bTex;
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float x(ivec2 coord)
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{
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if(coord.x <= 0
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|| coord.x >= textureSize(xTex, 0).x
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|| coord.y <= 0
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|| coord.y >= textureSize(xTex, 0).y)
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{
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return (0.);
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}
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return (texelFetch(xTex, coord, 0).x);
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}
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float b(ivec2 coord)
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{
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if(coord.x <= 0
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|| coord.x >= textureSize(bTex, 0).x
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|| coord.y <= 0
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|| coord.y >= textureSize(bTex, 0).y)
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{
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return (0.);
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}
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return (texelFetch(bTex, coord, 0).x);
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}
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void main()
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{
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ivec2 pixelCoord = ivec2(floor(gl_FragCoord.xy));
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if(pixelCoord.x <= 0
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|| pixelCoord.y <= 0)
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{
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fragColor = vec4(0, 0, 0, 1);
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}
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else
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{
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float tl = x(pixelCoord + ivec2(-1, 1));
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float tr = x(pixelCoord + ivec2(1, 1));
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float bl = x(pixelCoord + ivec2(-1, -1));
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float br = x(pixelCoord + ivec2(1, -1));
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float jacobi = (tl + tr + bl + br + b(pixelCoord)) / 4.;
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fragColor = vec4(jacobi, 0, 0, 1);
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}
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}
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