diff options
Diffstat (limited to 'Studio/Content/Effect Library/Edge Detect.effect')
-rw-r--r-- | Studio/Content/Effect Library/Edge Detect.effect | 81 |
1 files changed, 0 insertions, 81 deletions
diff --git a/Studio/Content/Effect Library/Edge Detect.effect b/Studio/Content/Effect Library/Edge Detect.effect deleted file mode 100644 index 2b200d00..00000000 --- a/Studio/Content/Effect Library/Edge Detect.effect +++ /dev/null @@ -1,81 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<Effect> - <MetaData> - <!--Smooth, unchanging areas of the image are turned black, while areas of the image with sharp color changes are brightened to highlight the 'edges' in the image.--> - <Property name="amount" formalName="Amount" min="0" max="1" default="1" description="0 = no effect\n1 = maximum effect"/> - </MetaData> - <Shaders> - <Shared> -//////////////////////////////////////////////////////////// -// vert / frag shaders. - -varying vec4 TexCoordBLL; //Bottom Left and Bottom Tap -varying vec4 TexCoordTLT; //Top Left and Top Tap -varying vec4 TexCoordTRR; //Upper Right and Right Tap -varying vec4 TexCoordBRB; //Bottom Right and Bottom Tap - </Shared> - <Shader> - <VertexShader> -void vert() -{ - //Pass Through the Texture Taps - float deltax = 1.0/Texture0Info.x; - float deltay = 1.0/Texture0Info.y; - - //Bottom Left - TexCoordBLL.x = TexCoord.s - deltax; - TexCoordBLL.y = TexCoord.t - deltay; - - //Left - TexCoordBLL.z = TexCoord.s - deltax; - TexCoordBLL.w = TexCoord.t; - - //Top Left - TexCoordTLT.x = TexCoord.s - deltax; - TexCoordTLT.y = TexCoord.t + deltay; - - //Top - TexCoordTLT.z = TexCoord.s; - TexCoordTLT.w = TexCoord.t + deltay; - - //Upper Right - TexCoordTRR.x = TexCoord.s + deltax; - TexCoordTRR.y = TexCoord.t + deltay; - - //Right - TexCoordTRR.z = TexCoord.s + deltax; - TexCoordTRR.w = TexCoord.t; - - //Bottom Right - TexCoordBRB.x = TexCoord.s + deltax; - TexCoordBRB.y = TexCoord.t - deltay; - - //Bottom - TexCoordBRB.z = TexCoord.s; - TexCoordBRB.w = TexCoord.t - deltay; -} - </VertexShader> - <FragmentShader> -void frag (void) -{ - vec4 centerTap = texture2D_0(TexCoord); - vec4 edgeTap = texture2D_0(TexCoordBLL.xy) + - texture2D_0(TexCoordBLL.zw) + - texture2D_0(TexCoordTLT.xy) + - texture2D_0(TexCoordTLT.zw) + - texture2D_0(TexCoordTRR.xy) + - texture2D_0(TexCoordTRR.zw) + - texture2D_0(TexCoordBRB.xy) + - texture2D_0(TexCoordBRB.zw); - vec3 edgeDetect = 8.0*(centerTap.rgb + -0.125*edgeTap.rgb); - edgeDetect = clamp(edgeDetect, 0.0, centerTap.a); - - colorOutput(vec4(mix(centerTap.rgb, edgeDetect, amount), centerTap.a)); -} - </FragmentShader> - </Shader> - </Shaders> -</Effect> - - - |