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<?xml version="1.0" encoding="UTF-8" ?>
<Effect>
<MetaData>
<Property name="amount" formalName="Amount" min="0" max="0.01" default="0.003" description="Amount"/>
</MetaData>
<Shaders>
<Shared></Shared>
<VertexShaderShared></VertexShaderShared>
<FragmentShaderShared></FragmentShaderShared>
<Shader name="main">
<VertexShader></VertexShader>
<FragmentShader><![CDATA[
void frag()
{
vec4 origColor = texture2D_0(TexCoord);
float step_w = amount;
float step_h = amount;
vec4 t1 = texture2D_0(vec2(TexCoord.x - step_w, TexCoord.y - step_h));
vec4 t2 = texture2D_0(vec2(TexCoord.x, TexCoord.y - step_h));
vec4 t3 = texture2D_0(vec2(TexCoord.x - step_w, TexCoord.y));
vec4 t4 = texture2D_0(TexCoord);
vec3 rr = -4.0 * t1.rgb - 4.0 * t2.rgb - 4.0 * t3.rgb + 12.0 * t4.rgb;
float y = (rr.r + rr.g + rr.b) / 3.0;
vec4 result = vec4(vec3(y, y, y) + 0.3, origColor.a);
gl_FragColor = result;
}
]]></FragmentShader>
</Shader>
</Shaders>
<Passes>
<Pass shader="main" input="[source]" output="[dest]"/>
</Passes>
</Effect>
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