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gl_TexCoord[0] = gl_MultiTexCoord0; gl_FrontColor = gl_Color;}uniform sampler2D sampler0;uniform vec2 tc_offset[9];uniform float mult;void main(void){ vec4 sample[9]; vec4 rgba = texture2D(sampler0, gl_TexCoord[0].st); sample[0] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[0]); sample[1] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[1]); sample[2] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[2]); sample[3] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[3]); sample[4] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[4]); sample[5] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[5]); sample[6] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[6]); sample[7] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[7]); sample[8] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[8]); vec4 horizEdge = sample[2] + (2.0*sample[5]) + sample[8] - (sample[0] + (2.0*sample[3]) + sample[6]); vec4 vertEdge = sample[0] + (2.0*sample[1]) + sample[2] - (sample[6] + (2.0*sample[7]) + sample[8]); gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) + (vertEdge.rgb * vertEdge.rgb)); gl_FragColor.a = rgba.a;}uniform sampler2D sampler0;uniform vec2 tc_offset[9];uniform float mult;void main(void){ vec4 rgba = texture2D(sampler0, gl_TexCoord[0].st); vec4 sample[9]; sample[0] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[0]); sample[1] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[1]); sample[2] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[2]); sample[3] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[3]); sample[4] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[4]); sample[5] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[5]); sample[6] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[6]); sample[7] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[7]); sample[8] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[8]); gl_FragColor = (sample[4] * 8.0) - (sample[0] + sample[1] + sample[2] + sample[3] + sample[5] + sample[6] + sample[7] + sample[8]); 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DetectionDetects edges in an imageby Matias Wilkman (based on code from the OpenGL Superbible)LaplaceSobel%.1fShader binding failed!tc_offsetmultModeMultipliervoid main(){ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_FrontColor = gl_Color;}uniform sampler2D sampler0;uniform vec2 tc_offset[9];uniform float mult;void main(void){ vec4 sample[9]; vec4 rgba = texture2D(sampler0, gl_TexCoord[0].st); sample[0] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[0]); sample[1] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[1]); sample[2] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[2]); sample[3] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[3]); sample[4] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[4]); sample[5] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[5]); sample[6] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[6]); sample[7] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[7]); sample[8] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[8]); vec4 horizEdge = sample[2] + (2.0*sample[5]) + sample[8] - (sample[0] + (2.0*sample[3]) + sample[6]); vec4 vertEdge = sample[0] + (2.0*sample[1]) + sample[2] - (sample[6] + (2.0*sample[7]) + sample[8]); gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) + (vertEdge.rgb * vertEdge.rgb)); gl_FragColor.a = rgba.a;}uniform sampler2D sampler0;uniform vec2 tc_offset[9];uniform float mult;void main(void){ vec4 rgba = texture2D(sampler0, gl_TexCoord[0].st); vec4 sample[9]; sample[0] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[0]); sample[1] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[1]); sample[2] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[2]); sample[3] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[3]); sample[4] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[4]); sample[5] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[5]); sample[6] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[6]); sample[7] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[7]); sample[8] = mult*texture2D(sampler0, gl_TexCoord[0].st + tc_offset[8]); gl_FragColor = (sample[4] * 8.0) - (sample[0] + sample[1] + sample[2] + sample[3] + sample[5] + sample[6] + sample[7] + sample[8]); gl_FragColor.a = rgba.a;}17FFGLEdgeDetection%$Dx%$0<%$08H 08H4 @X`' (8zPR|A (  AA~(L  A pA~$x8t A`A~zPR|AR , < A `A~zPR|A $  A PA~$H A PA~p\ PA~\D PA~,Œ A  A~zPLR|A1 , Ũ  A A~,P( A PA~,ǔT A PA~,ʸ A PA~,x8 A PA~zPR|A& , x A `A~,P, A`A~0 A `A~zPR|Av  ,4 H\,p A A~,ҴH A PA~(D A PA~( D A PA~zPR|AR ( (\ A PA~$LXd A PA~(tӔ A PA~(X A PA~, h APA~,X A pA~,,ոt A`A~,\ A PA~,ְl APA~, P A  PA~zPLR|Ai 0 Xl APA~0Td APA~, A  pA~,( A `A~8` A A~<(PA~0\  A `A~, A PA~,ߌ\ A PA~ttttttttttttttttttttttttttttttdaX`D`,+LT`..T/L/T-X-0-8/\/d-@Lt`a8?T>=<\777<8/d-@VX`MXMRH?X`@` @`@`@`@`@` 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