#version 150 uniform sampler2D source[]; uniform vec4 sourceSize[]; in Vertex { vec2 texCoord; }; out vec4 fragColor; vec3 grayscale(vec3 color) { return vec3(dot(color, vec3(0.3, 0.59, 0.11))); } void main() { vec2 offset = fract(texCoord * sourceSize[0].xy) - 0.5; offset /= sourceSize[0].xy; vec3 cx = texture(source[0], texCoord - offset).xyz; vec3 cy = texture(source[0], texCoord).xyz; vec3 cz = vec3(5.0 * grayscale(abs(cx - cy))); fragColor = vec4(clamp(cz, 0.0, 1.0), 1.0); }