SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { //variables float internalresolution = 1278.0; float4 c0 = texture(samp9, uv0).rgba; //blur float4 blurtotal = float4(0.0, 0.0, 0.0, 0.0); float blursize = 1.5; blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize) * resolution.zw); blurtotal += texture(samp9, uv0 + float2(-blursize, blursize) * resolution.zw); blurtotal += texture(samp9, uv0 + float2( blursize, -blursize) * resolution.zw); blurtotal += texture(samp9, uv0 + float2( blursize, blursize) * resolution.zw); blurtotal += texture(samp9, uv0 + float2(-blursize, 0.0) * resolution.zw); blurtotal += texture(samp9, uv0 + float2( blursize, 0.0) * resolution.zw); blurtotal += texture(samp9, uv0 + float2( 0.0, -blursize) * resolution.zw); blurtotal += texture(samp9, uv0 + float2( 0.0, blursize) * resolution.zw); blurtotal *= 0.125; c0 = blurtotal; //greyscale float grey = ((0.3 * c0.r) + (0.4 * c0.g) + (0.3 * c0.b)); // brighten grey = grey * 0.5 + 0.7; // darken edges float x = uv0.x * resolution.x; float y = uv0.y * resolution.y; if (x > internalresolution/2.0) x = internalresolution-x; if (y > internalresolution/2.0) y = internalresolution-y; if (x > internalresolution/2.0*0.95) x = internalresolution/2.0*0.95; if (y > internalresolution/2.0*0.95) y = internalresolution/2.0*0.95; x = -x+641.0; y = -y+641.0; /*****inline square root routines*****/ // bit of a performance bottleneck. // neccessary to make the darkened area rounded // instead of rhombus-shaped. float sqrt = x / 10.0; while ((sqrt*sqrt) < x) sqrt+=0.1; x = sqrt; sqrt = y / 10.0; while ((sqrt*sqrt) < y) sqrt+=0.1; y = sqrt; x *= 2.0; y *= 2.0; grey -= x / 200.0; grey -= y / 200.0; // output ocol0 = float4(0.0, grey, 0.0, 1.0); }