2014-10-08 12:55:05 +00:00
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/*
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Edge shader
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Author: Themaister
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License: Public domain.
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modified by slime73 for use with love2d and mari0
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*/
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vec3 grayscale(vec3 color)
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{
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return vec3(dot(color, vec3(0.3, 0.59, 0.11)));
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}
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vec4 effect(vec4 vcolor, Image texture, vec2 tex, vec2 pixel_coords)
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{
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vec4 texcolor = Texel(texture, tex);
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2014-12-20 03:50:42 +00:00
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float x = 0.5 / love_ScreenSize.x;
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float y = 0.5 / love_ScreenSize.y;
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2014-10-08 12:55:05 +00:00
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vec2 dg1 = vec2( x, y);
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vec2 dg2 = vec2(-x, y);
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vec3 c00 = Texel(texture, tex - dg1).xyz;
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vec3 c02 = Texel(texture, tex + dg2).xyz;
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vec3 c11 = texcolor.xyz;
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vec3 c20 = Texel(texture, tex - dg2).xyz;
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vec3 c22 = Texel(texture, tex + dg1).xyz;
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2014-12-20 03:50:42 +00:00
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vec2 texsize = love_ScreenSize.xy;
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2014-10-08 12:55:05 +00:00
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vec3 first = mix(c00, c20, fract(tex.x * texsize.x + 0.5));
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vec3 second = mix(c02, c22, fract(tex.x * texsize.x + 0.5));
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vec3 res = mix(first, second, fract(tex.y * texsize.y + 0.5));
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vec4 final = vec4(5.0 * grayscale(abs(res - c11)), 1.0);
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return clamp(final, 0.0, 1.0);
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}
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