97 lines
1.8 KiB
GLSL
97 lines
1.8 KiB
GLSL
SAMPLER_BINDING(9) uniform sampler2D samp9;
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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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{
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//Changethis to increase the number of colors.
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int numColors =8;
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float4 to_gray = float4(0.3,0.59,0.11,0);
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float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw));
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float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw));
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float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw));
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float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw));
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float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2);
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float4 color = texture(samp9, uv0).rgba;
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float4 c0 = color - float4(edge, edge, edge, edge) * 12.0;
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float red = 0.0;
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float green = 0.0;
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float blue = 0.0;
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bool rr = false;
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bool bb = false;
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bool gg = false;
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int count = 1;
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float colorN = 0.0;
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float colorB = 0.0;
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for (count = 1; count <= numColors; count++)
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{
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colorN = float(count / numColors);
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if ( c0.r <= colorN && c0.r >= colorB && rr == false )
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{
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if (count == 1)
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{
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if (colorN >= 0.1)
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red = 0.01;
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else
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red = colorN;
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}
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else if (count == numColors)
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red = 0.95;
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else
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red = colorN;
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rr = true;
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}
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if (c0.b <= colorN && c0.b >= colorB && bb == false)
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{
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if (count == 1)
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{
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if (colorN >= 0.1)
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blue = 0.01;
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else
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blue = colorN;
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}
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else if (count == numColors)
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blue = 0.95;
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else
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blue = colorN ;
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bb = true;
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}
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if (c0.g <= colorN && c0.g >= colorB && gg == false)
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{
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if (count == 1)
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{
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if (colorN >= 0.1)
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green = 0.01;
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else
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green = colorN;
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}
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else if (count == numColors)
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green = 0.95;
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else
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green = colorN;
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gg = true;
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}
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colorB = float(count / numColors);
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if (rr == true && bb == true && gg == true)
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break;
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}
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ocol0 = float4(red, green, blue, c0.a);
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}
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