#version 330 in vec2 fragTexCoord; in vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; out vec4 finalColor; // Edge detection. uniform vec2 resolution; uniform float edgeFactor; // Color depth. uniform float gamma; uniform float colorCount; void main() { // Texel color fetching from texture sampler vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb; // Color depth texelColor = pow(texelColor, vec3(gamma, gamma, gamma)); texelColor = texelColor*colorCount; texelColor = floor(texelColor); texelColor = texelColor/colorCount; texelColor = pow(texelColor, vec3(1.0/gamma)); // Edges. float x = 1.0/resolution.x; float y = 1.0/resolution.y; vec4 horizEdge = vec4(0.0); horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec4 vertEdge = vec4(0.0); vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; vertEdge -= texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; vertEdge += texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); float edgeGray = (edge.r + edge.g + edge.b) / 3.0; edge = vec3(edgeGray, 0.0, edgeGray); finalColor = vec4(texelColor + (edge * edgeFactor), 1.0); }