19 lines
532 B
GLSL
19 lines
532 B
GLSL
#line 0
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precision lowp float;
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varying lowp vec2 pos;
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uniform sampler2D f_color;
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uniform sampler2D f_depth;
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uniform ivec2 screenSize;
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vec3 ramp(vec3 v){
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return (v * vec3(0.5)) * (1.0 + pow(v.r*2.5+v.g-(v.b*v.g*3.0), 3.0)*0.06);
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}
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void main(){
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vec2 offset = 1.0 / screenSize;
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gl_FragColor = vec4((ramp(texture2D(f_color, pos).rgb) + ramp(texture2D(f_color, pos + vec2(offset.x, 0.0)).rgb) + ramp(texture2D(f_color, pos + vec2(0.0, offset.y)).rgb) + ramp(texture2D(f_color, pos + offset).rgb)) * 0.2, 1.0);
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}
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