uniform sampler2D tex; uniform float invTexHeight; void main() { vec2 p = gl_TexCoord[0].xy; vec2 dp = vec2(0.0, invTexHeight); const vec3 limit = vec3(0.5,0.5,0.5); const vec3 mini = vec3(0.0,0.0,0.0); /* first version (7 samples) */ /* vec3 a = max(mini, texture2D(tex, p - 3.0 * dp).rgb - limit); vec3 b = max(mini, texture2D(tex, p - 2.0 * dp).rgb - limit); vec3 c = max(mini, texture2D(tex, p - 1.0 * dp).rgb - limit); vec3 d = max(mini, texture2D(tex, p ).rgb - limit); vec3 e = max(mini, texture2D(tex, p + 1.0 * dp).rgb - limit); vec3 f = max(mini, texture2D(tex, p + 2.0 * dp).rgb - limit); vec3 g = max(mini, texture2D(tex, p + 3.0 * dp).rgb - limit); vec3 final = 0.015625 * (a + g) + 0.09375 * (b + f) + 0.234375 * (c + e) + 0.3125 * d; gl_FragColor = vec4( final * 2.0, 1.0 ); */ /* second version (4 samples) */ vec3 a = max(mini, texture2D(tex, p - 2.1428571 * dp).rgb - limit); vec3 b = max(mini, texture2D(tex, p - 0.6 * dp).rgb - limit); vec3 c = max(mini, texture2D(tex, p + 0.6 * dp).rgb - limit); vec3 d = max(mini, texture2D(tex, p + 2.1428571 * dp).rgb - limit); vec3 final = (2.0 * 0.21875) * (a + d) + (2.0 * 0.78125) * (b + c); gl_FragColor = vec4( final, 1.0 ); }