22 lines
742 B
GLSL
22 lines
742 B
GLSL
/*
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LumaSharpen from MariENB
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(C)2012-2022 Marisa the Magician
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*/
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#define luminance(x) dot(x,vec3(0.2126,0.7152,0.0722))
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void main()
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{
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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vec2 bof = (1.0/textureSize(InputTexture,0))*sharpradius;
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vec4 crawling = texture(InputTexture,coord+vec2(0,-1)*bof);
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crawling += texture(InputTexture,coord+vec2(-1,0)*bof);
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crawling += texture(InputTexture,coord+vec2(1,0)*bof);
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crawling += texture(InputTexture,coord+vec2(0,1)*bof);
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crawling *= 0.25;
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vec4 inmyskin = res-crawling;
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float thesewounds = luminance(inmyskin.rgb);
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thesewounds = clamp(thesewounds,-sharpclamp*0.01,sharpclamp*0.01);
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vec4 theywillnotheal = res+thesewounds*sharpblend;
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FragColor = theywillnotheal;
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}
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