layout(pixel_center_integer) in vec4 gl_FragCoord; #request uniform "prev" tex uniform sampler2D tex; /* screen texture */ #request uniform "screen" screen uniform ivec2 screen; /* screen dimensions */ out vec4 fragment; /* output */ #include "@wave.glsl" #include ":wave.glsl" void main() { fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); vec4 a0 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0), a1 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 1)), 0), a2 = texelFetch(tex, ivec2((gl_FragCoord.x + 0), (gl_FragCoord.y + 1)), 0), a3 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0), a4 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 0)), 0), a5 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 1)), 0), a6 = texelFetch(tex, ivec2((gl_FragCoord.x - 0), (gl_FragCoord.y - 1)), 0), a7 = texelFetch(tex, ivec2((gl_FragCoord.x - 1), (gl_FragCoord.y - 0)), 0); vec4 avg = (a0 + a1 + a2 + a3 + a4 + a5 + a6 + a7) / 8.0; if (avg.a > 0){ if (fragment.a <= 0 || gl_FragCoord.x == 0 || gl_FragCoord.x == screen.x - 1) fragment = OUTLINE; } }