18 lines
887 B
GLSL
18 lines
887 B
GLSL
uniform float intensity; /// set:0.25 max:2
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void mainImage( out vec4 fragColor, in vec2 fragCoord ){
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vec2 uv = fragCoord / iResolution.xy;
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vec4 src = texture(iChannel0, uv);
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vec3 kernel = src.rgb * 9. +
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-1. * texture(iChannel0, uv + vec2(-1,-1) / iResolution.xy).rgb
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-1. * texture(iChannel0, uv + vec2( 0,-1) / iResolution.xy).rgb
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-1. * texture(iChannel0, uv + vec2( 1,-1) / iResolution.xy).rgb
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-1. * texture(iChannel0, uv + vec2(-1, 0) / iResolution.xy).rgb
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-1. * texture(iChannel0, uv + vec2( 1, 0) / iResolution.xy).rgb
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-1. * texture(iChannel0, uv + vec2(-1, 1) / iResolution.xy).rgb
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-1. * texture(iChannel0, uv + vec2( 0, 1) / iResolution.xy).rgb
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-1. * texture(iChannel0, uv + vec2( 1, 1) / iResolution.xy).rgb;
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vec3 outcolor = mix(src.rgb, kernel, intensity);
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fragColor = vec4(outcolor, src.a);
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}
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