2013-03-07 18:51:57 +00:00
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uniform sampler2D samp9;
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2011-01-31 00:08:06 +00:00
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2013-03-07 18:51:57 +00:00
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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2011-01-31 00:08:06 +00:00
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{
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2014-05-21 03:52:32 +00:00
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float4 emboss = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*2.0;
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emboss -= (texture(samp9, uv0+float2(1,-1)*resolution.zw).rgba - texture(samp9, uv0+float2(-1,1)*resolution.zw).rgba);
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float4 color = texture(samp9, uv0).rgba;
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if (color.r > 0.8 && color.b + color.b < 0.2)
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{
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ocol0 = float4(1,0,0,0);
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}
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else
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{
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color += emboss;
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if (dot(color.rgb, float3(0.3, 0.5, 0.2)) > 0.5)
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ocol0 = float4(1,1,1,1);
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else
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ocol0 = float4(0,0,0,0);
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}
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}
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