/* Paint filter from MariENB (second pass median smoothing) (C)2012-2021 Marisa Kirisame */ #define luminance(x) dot(x,vec3(0.2126,0.7152,0.0722)) void main() { vec2 coord = TexCoord; vec4 res = vec4(1.); vec2 bresl = textureSize(InputTexture,0); vec2 bof = 1./bresl; vec3 m1, m2, m3; vec3 a, b, c; a = texture(InputTexture,coord+vec2(-1,-1)*bof).rgb; b = texture(InputTexture,coord+vec2( 0,-1)*bof).rgb; c = texture(InputTexture,coord+vec2( 1,-1)*bof).rgb; m1 = (luminance(a)