51 lines
1.3 KiB
Text
51 lines
1.3 KiB
Text
shader_type spatial;
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render_mode unshaded;
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uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, repeat_disable, filter_nearest;
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vec3 convolution(sampler2D tex, vec2 uv, vec2 pixel_size) {
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vec3 conv = vec3(0.0, 0.0, 0.0);
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for (int row = 0; row < 3; row++) {
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for (int col = 0; col < 3; col++) {
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conv += texture(tex, uv + vec2(float(col - 1), float(row - 1)) * pixel_size).rgb;
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}
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}
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return conv;
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}
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void fragment() {
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// All surrounding pixels
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vec3 pixels[9];
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// [0, 1, 2]
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// [3, 4, 5]
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// [6, 7, 8]
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for (int row = 0; row < 3; row++) {
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for (int col = 0; col < 3; col++) {
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vec2 uv = SCREEN_UV + vec2(float(col - 1), float(row - 1)) * 1.0 / VIEWPORT_SIZE;// SCREEN_PIXEL_SIZE;
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pixels[row * 3 + col] = convolution(SCREEN_TEXTURE, uv, 1.0 / VIEWPORT_SIZE); //SCREEN_PIXEL_SIZE);
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}
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}
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// Apply Sobel Operator
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// Sobel Edge Horizontal
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vec3 gx = (
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pixels[0] * -1.0 + pixels[3] * -2.0 + pixels[6] * -1.0 +
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pixels[2] * 1.0 + pixels[5] * 2.0 + pixels[8] * 1.0
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);
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// Sobel Edge Vertical
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vec3 gy = (
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pixels[0] * -1.0 + pixels[1] * -2.0 + pixels[2] * -1.0 +
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pixels[6] * 1.0 + pixels[7] * 2.0 + pixels[8] * 1.0
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);
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vec3 sobel = sqrt(gx * gx + gy * gy);
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float alpha = sobel.r + sobel.g + sobel.b;
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alpha /= 3.0;
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ALPHA = alpha;
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ALBEDO = sobel;
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}
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