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#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
out vec4 finalColor;
// Edge dection.
uniform vec2 resolution = vec2(596, 447);
uniform float edgeFactor = 0.15;
// Color depth.
uniform float gamma = 0.6;
uniform float colorCount = 11.0;
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);
}
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