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- varying vec2 v_vTexcoord;
- uniform vec2 u_vThreshold;
- uniform vec2 u_vTexel;
- float Luminance(vec3 color)
- {
- return dot(color, vec3(0.2126, 0.7152, 0.0722));
- }
- void main()
- {
- gl_FragColor = (4.0*texture2D(gm_BaseTexture, v_vTexcoord )
- + texture2D(gm_BaseTexture, v_vTexcoord + vec2( u_vTexel.x, 0.0))
- + texture2D(gm_BaseTexture, v_vTexcoord + vec2(-u_vTexel.x, 0.0))
- + texture2D(gm_BaseTexture, v_vTexcoord + vec2( 0.0, u_vTexel.y))
- + texture2D(gm_BaseTexture, v_vTexcoord + vec2( 0.0, -u_vTexel.y))) / 8.0;
-
- gl_FragColor.rgb *= smoothstep(u_vThreshold.x, u_vThreshold.y, Luminance(gl_FragColor.rgb));
- }
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