46 lines
1.2 KiB
GLSL
46 lines
1.2 KiB
GLSL
#version 450
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 out_color;
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layout(set = 2, binding = 0) uniform sampler2D screen;
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layout(std140, set = 3, binding = 0) uniform UniformBlock {
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mat4 model;
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mat4 view;
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mat4 projection;
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float time;
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};
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float t(float x, float y) { return length(texture(screen, vec2(x, y)).xyz); }
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mat3 neighborhood() {
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vec2 d = 1.0 / vec2(textureSize(screen, 0));
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return mat3(t(uv.x - d.x, uv.y - d.y), t(uv.x + 0.0, uv.y - d.y),
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t(uv.x + d.x, uv.y - d.y), t(uv.x - d.x, uv.y - 0.0),
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t(uv.x + 0.0, uv.y + 0.0), t(uv.x + d.x, uv.y - 0.0),
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t(uv.x - d.x, uv.y + d.y), t(uv.x + 0.0, uv.y + d.y),
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t(uv.x + d.x, uv.y + d.y));
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}
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float sum3(mat3 m) {
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float s = 0.0;
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for (int c = 0; c < 3; ++c) {
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vec3 col = m[c];
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s += col.x + col.y + col.z;
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}
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return s;
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}
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float f(mat3 kernel) {
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return abs(sum3(matrixCompMult(kernel, neighborhood())));
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}
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void main() {
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const mat3 sobelx = mat3(-1.0, -2.0, -1.0, 0.0, 0.0, 0.0, 1.0, 2.0, 1.0);
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const mat3 sobely = mat3(-1.0, 0.0, 1.0, -2.0, 0.0, 2.0, -1.0, 0.0, 1.0);
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out_color = texture(screen, uv) + ((t(uv.x, uv.y) > 0.01)?
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vec4(abs(f(sobelx) + f(sobely)), 0.0, 0.0, 1.0) : vec4(0.0));
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} |