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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);
}