bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Edge_Detect_X-in.txt
2012-10-07 20:41:18 -07:00

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struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
struct v2f {
vec4 pos;
vec2 uv[3];
};
uniform sampler2D _MainTex;
uniform float _Treshold;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
vec4 original;
vec3 p1;
vec3 p2;
vec3 p3;
vec3 diff;
float len;
original = texture2D( _MainTex, i.uv[ 0 ]);
p1 = original.xyz ;
p2 = texture2D( _MainTex, i.uv[ 1 ]).xyz ;
p3 = texture2D( _MainTex, i.uv[ 2 ]).xyz ;
diff = (((p1 * 2.00000) - p2) - p3);
len = dot( diff, diff);
if ( (len >= _Treshold) ){
original.xyz = vec3( 0.000000);
}
return original;
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv[0] = vec2( gl_TexCoord[0]);
xlt_i.uv[1] = vec2( gl_TexCoord[1]);
xlt_i.uv[2] = vec2( gl_TexCoord[2]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}