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-rw-r--r--samples/post-processing/shaders/sobel.jsl30
1 files changed, 30 insertions, 0 deletions
diff --git a/samples/post-processing/shaders/sobel.jsl b/samples/post-processing/shaders/sobel.jsl
new file mode 100644
index 0000000..7700dee
--- /dev/null
+++ b/samples/post-processing/shaders/sobel.jsl
@@ -0,0 +1,30 @@
+#VERTEX_SHADER
+Vertex vert(Vertex v)
+{
+ return v;
+}
+#END_VERTEX_SHADER
+#FRAGMENT_SHADER
+Color frag(Color col, Texture texture, Vertex v)
+{
+ float x = 1.0 / jin_RenderTargetSize.x;
+ float y = 1.0 / jin_RenderTargetSize.y;
+ vec4 horizEdge = vec4( 0.0 );
+ horizEdge -= texture2D( texture, vec2( v.uv.x - x, v.uv.y - y ) ) * 1.0;
+ horizEdge -= texture2D( texture, vec2( v.uv.x - x, v.uv.y ) ) * 2.0;
+ horizEdge -= texture2D( texture, vec2( v.uv.x - x, v.uv.y + y ) ) * 1.0;
+ horizEdge += texture2D( texture, vec2( v.uv.x + x, v.uv.y - y ) ) * 1.0;
+ horizEdge += texture2D( texture, vec2( v.uv.x + x, v.uv.y ) ) * 2.0;
+ horizEdge += texture2D( texture, vec2( v.uv.x + x, v.uv.y + y ) ) * 1.0;
+ vec4 vertEdge = vec4( 0.0 );
+ vertEdge -= texture2D( texture, vec2( v.uv.x - x, v.uv.y - y ) ) * 1.0;
+ vertEdge -= texture2D( texture, vec2( v.uv.x , v.uv.y - y ) ) * 2.0;
+ vertEdge -= texture2D( texture, vec2( v.uv.x + x, v.uv.y - y ) ) * 1.0;
+ vertEdge += texture2D( texture, vec2( v.uv.x - x, v.uv.y + y ) ) * 1.0;
+ vertEdge += texture2D( texture, vec2( v.uv.x , v.uv.y + y ) ) * 2.0;
+ vertEdge += texture2D( texture, vec2( v.uv.x + x, v.uv.y + y ) ) * 1.0;
+ vec3 edge = sqrt((horizEdge.rgb * horizEdge.rgb) + (vertEdge.rgb * vertEdge.rgb));
+
+ return vec4(edge, texture2D(texture, v.uv.xy).a);
+}
+#END_FRAGMENT_SHADER \ No newline at end of file