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Simple sobel edge detection for Godot
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| shader_type canvas_item; | |
| uniform vec4 edge_color : hint_color = vec4(0.4, 0.4,0.4,1); | |
| uniform vec2 resolution = vec2(800.0,600.0); | |
| void fragment(){ | |
| float width = resolution.x; | |
| float height = resolution.y; | |
| float w = 1.0 / width; | |
| float h = 1.0 / height; | |
| vec4 n0 = texture(SCREEN_TEXTURE, SCREEN_UV + vec2( -w, -h)); | |
| vec4 n1 = texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, -h)); | |
| vec4 n2 = texture(SCREEN_TEXTURE, SCREEN_UV + vec2( w, -h)); | |
| vec4 n3 = texture(SCREEN_TEXTURE, SCREEN_UV + vec2( -w, 0.0)); | |
| vec4 n4 = texture(SCREEN_TEXTURE, SCREEN_UV); | |
| vec4 n5 = texture(SCREEN_TEXTURE, SCREEN_UV + vec2( w, 0.0)); | |
| vec4 n6 = texture(SCREEN_TEXTURE, SCREEN_UV + vec2( -w, h)); | |
| vec4 n7 = texture(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, h)); | |
| vec4 n8 = texture(SCREEN_TEXTURE, SCREEN_UV + vec2( w, h)); | |
| vec4 sobel_edge_h = n2 + (2.0*n5) + n8 - (n0 + (2.0*n3) + n6); | |
| vec4 sobel_edge_v = n0 + (2.0*n1) + n2 - (n6 + (2.0*n7) + n8); | |
| vec4 sobel = sqrt((sobel_edge_h * sobel_edge_h) + (sobel_edge_v * sobel_edge_v)); | |
| float alpha = sobel.r; | |
| alpha += sobel.g; | |
| alpha += sobel.b; | |
| alpha /= 3.0; | |
| COLOR = vec4( edge_color.rgb, alpha ); | |
| } |
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