$input v_texcoord0, v_color0 /* * Copyright 2011-2017 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include SAMPLER2D(s_texColor, 0); uniform vec4 u_params; #define u_textureLod u_params.x float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } void main() { vec4 bgColor = vec4(1.0, 1.0, 1.0, 1.0); vec4 fgColor = vec4(0.0, 0.0, 0.0, 1.0); vec3 sample = texture2DLod(s_texColor, v_texcoord0, u_textureLod).rgb; float sigDist = median(sample.r, sample.g, sample.b) - 0.5; float opacity = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0); gl_FragColor = mix(bgColor, fgColor, opacity); }