#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