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19 lines
424 B
GLSL

#version 300 es
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
void main() {
float o = 0.002;
vec4 c = texture(tex, v_texcoord) * 5.0;
c -= texture(tex, v_texcoord + vec2( 0, -o));
c -= texture(tex, v_texcoord + vec2(-o, 0));
c -= texture(tex, v_texcoord + vec2( o, 0));
c -= texture(tex, v_texcoord + vec2( 0, o));
fragColor = clamp(c, 0.0, 1.0);
}