/*{ "CREDIT": "by VIDVOX", "ISFVSN": "2", "CATEGORIES": [ "Stylize" ], "INPUTS": [ { "NAME": "inputImage", "TYPE": "image" }, { "NAME": "intensity", "TYPE": "float", "MIN": 0.0, "MAX": 50.0, "DEFAULT": 50.0 }, { "NAME": "threshold", "TYPE": "float", "MIN": 0.0, "MAX": 1.0, "DEFAULT": 0.0 }, { "NAME": "sobel", "TYPE": "bool", "DEFAULT": 1.0 }, { "NAME": "opaque", "TYPE": "bool", "DEFAULT": true } ] }*/ #if __VERSION__ <= 120 varying vec2 left_coord; varying vec2 right_coord; varying vec2 above_coord; varying vec2 below_coord; varying vec2 lefta_coord; varying vec2 righta_coord; varying vec2 leftb_coord; varying vec2 rightb_coord; #else in vec2 left_coord; in vec2 right_coord; in vec2 above_coord; in vec2 below_coord; in vec2 lefta_coord; in vec2 righta_coord; in vec2 leftb_coord; in vec2 rightb_coord; #endif float gray(vec4 n) { return (n.r + n.g + n.b)/3.0; } void main() { vec4 color = IMG_THIS_PIXEL(inputImage); vec4 colorL = IMG_NORM_PIXEL(inputImage, left_coord); vec4 colorR = IMG_NORM_PIXEL(inputImage, right_coord); vec4 colorA = IMG_NORM_PIXEL(inputImage, above_coord); vec4 colorB = IMG_NORM_PIXEL(inputImage, below_coord); vec4 colorLA = IMG_NORM_PIXEL(inputImage, lefta_coord); vec4 colorRA = IMG_NORM_PIXEL(inputImage, righta_coord); vec4 colorLB = IMG_NORM_PIXEL(inputImage, leftb_coord); vec4 colorRB = IMG_NORM_PIXEL(inputImage, rightb_coord); float gx = (0.0); float gy = (0.0); if (sobel) { gx = (-1.0 * gray(colorLA)) + (-2.0 * gray(colorL)) + (-1.0 * gray(colorLB)) + (1.0 * gray(colorRA)) + (2.0 * gray(colorR)) + (1.0 * gray(colorRB)); gy = (1.0 * gray(colorLA)) + (2.0 * gray(colorA)) + (1.0 * gray(colorRA)) + (-1.0 * gray(colorRB)) + (-2.0 * gray(colorB)) + (-1.0 * gray(colorLB)); } else { gx = (-1.0 * gray(colorLA)) + (-1.0 * gray(colorL)) + (-1.0 * gray(colorLB)) + (1.0 * gray(colorRA)) + (1.0 * gray(colorR)) + (1.0 * gray(colorRB)); gy = (1.0 * gray(colorLA)) + (1.0 * gray(colorA)) + (1.0 * gray(colorRA)) + (-1.0 * gray(colorRB)) + (-1.0 * gray(colorB)) + (-1.0 * gray(colorLB)); } float bright = pow(gx*gx + gy*gy,0.5); vec4 final = color * bright; // if the brightness is below the threshold draw black if (bright < threshold) { if (opaque) final = vec4(0.0, 0.0, 0.0, 1.0); else final = vec4(0.0, 0.0, 0.0, 0.0); } else { final.rgb = final.rgb * intensity; if (opaque) final.a = 1.0; else final.a = color.a; } gl_FragColor = final; }