75 lines
1.7 KiB
GLSL
75 lines
1.7 KiB
GLSL
#version 460 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexure;
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const float offset = 1.0/ 300.0;
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void main(){
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FragColor = texture(screenTexure, TexCoords);
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// Inversion filter
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//FragColor = vec4( vec3 (1.0 - texture(screenTexure, TexCoords) ), 1.0) ;
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//grayscale
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/*
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FragColor = texture(screenTexure, TexCoords);
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float average = (FragColor.r + FragColor.g + FragColor.b) / 3.0;
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FragColor = vec4(average, average, average, 1.0);
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*/
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// physically accurate grayscale
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// FragColor = texture(screenTexure, TexCoords);
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// float average = 0.2126 * FragColor.r + 0.7152 * FragColor.g + 0.0722 * FragColor.b;
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// FragColor = vec4(average,average,average, 1.0);
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vec2 offset[9] = vec2[] (
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vec2(-offset, offset), // top-left
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vec2(0.0f, offset), // top-center
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vec2(offset, offset), // top-right
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vec2(-offset, 0.0f), // center-left
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vec2(0.0f, 0.0f), // center-center
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vec2(offset, 0.0f), // center-right
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vec2(-offset, -offset), // bottom-left
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vec2(0.0f, -offset), // bottom-center
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vec2(offset, -offset) // bottom-right
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);
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// sharpen
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/*float kernel[9] = float[](
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-1, -1, -1,
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-1, 9, -1,
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-1, -1, -1
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);*/
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// blur
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/* float kernel[9] = float[](
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1.0 /16, 2.0 /16, 1.0 /16,
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2.0 /16, 4.0 /16, 2.0 /16,
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1.0 /16, 2.0 /16, 1.0 /16
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);*/
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// Edge-detection
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/* float kernel[9] = float[] (
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1, 1, 1,
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1, -8, 1,
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1, 1, 1
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);
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vec3 sampleTex[9];
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for (int i= 0; i < 9; i++) {
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sampleTex[i] = vec3(texture(screenTexure, TexCoords.st + offset[i]));
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}
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vec3 col = vec3(0.0);
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for (int i = 0; i < 9; i++) {
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col += sampleTex[i] * kernel[i];
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}
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FragColor = vec4(col, 1.0);
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*/
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} |