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path: root/samples/post-processing/shaders/sobel.jsl
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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