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-rw-r--r--Studio/Content/Effect Library/Edge Detect.effect81
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diff --git a/Studio/Content/Effect Library/Edge Detect.effect b/Studio/Content/Effect Library/Edge Detect.effect
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-<?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>
-
-
-