uniform sampler2D colorMapG; const float threshold = 0.1; out vec4 FragColor; void main() { vec3 weights = vec3(0.2126,0.7152, 0.0722); // ITU-R BT. 709 vec2 uv = gl_FragCoord.xy / u_screen; vec2 uv_left = uv + vec2(-1., 0.) / u_screen; vec2 uv_top = uv + vec2(0., 1.) / u_screen; vec2 uv_right = uv + vec2(1., 0.) / u_screen; vec2 uv_bottom = uv + vec2(0., -1.) / u_screen; /** * Luma calculation requires gamma-corrected colors: */ float L = dot(texture(colorMapG, uv).rgb, weights); float Lleft = dot(texture(colorMapG, uv_left).rgb, weights); float Ltop = dot(texture(colorMapG, uv_top).rgb, weights); float Lright = dot(texture(colorMapG, uv_right).rgb, weights); float Lbottom = dot(texture(colorMapG, uv_bottom).rgb, weights); vec4 delta = abs(vec4(L) - vec4(Lleft, Ltop, Lright, Lbottom)); vec4 edges = step(vec4(threshold), delta); if (dot(edges, vec4(1.0)) == 0.0) discard; FragColor = edges; }