uniform sampler2D tex; uniform int operation; uniform float width; uniform float height; #define CORRECTION 2.25 #define SIZE_ADDITION 3 vec4 get_texture_at_position(vec2 position) { vec2 raw_position = position + vec2(CORRECTION, CORRECTION); vec2 raw_uv = raw_position / vec2(width + SIZE_ADDITION, height + SIZE_ADDITION); return texture2D(tex, raw_uv); } vec4 try_get_texture_at_position(vec2 position, inout int count) { if (any(greaterThanEqual(position, vec2(width, height))) || any(lessThan(position, vec2(0, 0)))) { return vec4(0); } else { count++; return get_texture_at_position(position); } } ivec2 get_corrected_position() { vec2 raw_uv = cogl_tex_coord0_in.st; vec2 raw_position = raw_uv * vec2(width + SIZE_ADDITION, height + SIZE_ADDITION); return ivec2(raw_position - vec2(CORRECTION, CORRECTION)); } void main() { ivec2 corrected_position = get_corrected_position(); // 1-step derivative if (operation == 0) { vec4 color = vec4(0); int c = 0; color += try_get_texture_at_position(corrected_position + vec2(0, 1), c); color -= try_get_texture_at_position(corrected_position + vec2(0, 0), c); color += try_get_texture_at_position(corrected_position + vec2(1, 0), c); color -= try_get_texture_at_position(corrected_position + vec2(0, 0), c); if (c < 4) { color = vec4(0); } cogl_color_out = vec4(color.xyz, 1); } else // 2-step derivative if (operation == 1) { vec4 color = vec4(0); int c = 0; color += try_get_texture_at_position(corrected_position + vec2(0, 1), c); color -= try_get_texture_at_position(corrected_position + vec2(0, -1), c); color += try_get_texture_at_position(corrected_position + vec2(1, 0), c); color -= try_get_texture_at_position(corrected_position + vec2(-1, 0), c); if (c < 4) { color = vec4(0); } cogl_color_out = vec4(color.xyz / 2, 1); } else // laplacian if (operation == 2) { vec4 color = vec4(0); color = -4 * get_texture_at_position(corrected_position); color += get_texture_at_position(corrected_position + vec2(0, 1)); color += get_texture_at_position(corrected_position + vec2(0, -1)); color += get_texture_at_position(corrected_position + vec2(1, 0)); color += get_texture_at_position(corrected_position + vec2(-1, 0)); cogl_color_out = vec4(color.xyz, 1); } }