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#version 100
precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// 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 = texture2D(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 -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
vertEdge += texture2D(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);
gl_FragColor = vec4(texelColor + (edge * edgeFactor), 1.0);
}
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