/* LumaSharpen from MariENB (C)2012-2021 Marisa Kirisame */ #define luminance(x) dot(x,vec3(0.2126,0.7152,0.0722)) void main() { vec2 coord = TexCoord; vec4 res = texture(InputTexture,coord); vec2 bof = (1.0/textureSize(InputTexture,0))*sharpradius; vec4 crawling = texture(InputTexture,coord+vec2(0,-1)*bof); crawling += texture(InputTexture,coord+vec2(-1,0)*bof); crawling += texture(InputTexture,coord+vec2(1,0)*bof); crawling += texture(InputTexture,coord+vec2(0,1)*bof); crawling *= 0.25; vec4 inmyskin = res-crawling; float thesewounds = luminance(inmyskin.rgb); thesewounds = clamp(thesewounds,-sharpclamp*0.01,sharpclamp*0.01); vec4 theywillnotheal = res+thesewounds*sharpblend; FragColor = theywillnotheal; }