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#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
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