27 lines
766 B
GLSL
27 lines
766 B
GLSL
|
|
uniform sampler2D g_Texture0; // {"hidden":true}
|
|
|
|
varying vec2 v_TexCoord;
|
|
varying vec4 v_TexCoordLeftTop;
|
|
varying vec4 v_TexCoordRightBottom;
|
|
|
|
void main() {
|
|
vec2 vUv = v_TexCoord;
|
|
vec2 vL = v_TexCoordLeftTop.xy;
|
|
vec2 vR = v_TexCoordRightBottom.xy;
|
|
vec2 vT = v_TexCoordLeftTop.zw;
|
|
vec2 vB = v_TexCoordRightBottom.zw;
|
|
|
|
float L = texSample2D(g_Texture0, vL).x;
|
|
float R = texSample2D(g_Texture0, vR).x;
|
|
float T = texSample2D(g_Texture0, vT).y;
|
|
float B = texSample2D(g_Texture0, vB).y;
|
|
vec2 C = texSample2D(g_Texture0, vUv).xy;
|
|
if (vL.x < 0.0) { L = -C.x; }
|
|
if (vR.x > 1.0) { R = -C.x; }
|
|
if (vT.y > 1.0) { T = -C.y; }
|
|
if (vB.y < 0.0) { B = -C.y; }
|
|
float div = 0.5 * (R - L + T - B);
|
|
gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
|
|
}
|