sobel.fsh
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#version 110
uniform sampler2D DiffuseSampler;
varying vec2 texCoord;
varying vec2 oneTexel;
void main(){
vec4 center = texture2D(DiffuseSampler, texCoord);
vec4 left = texture2D(DiffuseSampler, texCoord - vec2(oneTexel.x, 0.0));
vec4 right = texture2D(DiffuseSampler, texCoord + vec2(oneTexel.x, 0.0));
vec4 up = texture2D(DiffuseSampler, texCoord - vec2(0.0, oneTexel.y));
vec4 down = texture2D(DiffuseSampler, texCoord + vec2(0.0, oneTexel.y));
vec4 leftDiff = center - left;
vec4 rightDiff = center - right;
vec4 upDiff = center - up;
vec4 downDiff = center - down;
vec4 total = clamp(leftDiff + rightDiff + upDiff + downDiff, 0.0, 1.0);
gl_FragColor = vec4(total.rgb, 1.0);
}