- uniform sampler2D Texture0;
- void main(void)
- {
- float x = gl_TexCoord[0].x;
- float y = gl_TexCoord[0].y;
- vec4 Nor = texture2D(Texture0, vec2(x+0.0,y));
- vec4 AbR = texture2D(Texture0, vec2(x+2.0,y));
- vec4 AbL = texture2D(Texture0, vec2(x-4.0,y));
- vec4 Zw = vec4(0.2,0.2,0.2,0.2);
- vec4 Pr1= vec4(0.2,0.2,0.2,0.2);
- Pr1.r = Nor.r-AbR.r;
- Pr1.g = Nor.g-AbR.g;
- Pr1.b = Nor.b-AbR.b;
- vec4 Pr2 = vec4(0.0,0.2,0.2,0.2);
- Pr2.r = Nor.r-AbL.r;
- Pr2.g = Nor.g-AbL.g;
- Pr2.b = Nor.b-AbL.b;
- if ((Pr1.r == Zw.r) )//&& (Pr2.r < Zw.r))
- {
- gl_FragColor = vec4(0.0,1.0,0.0,0.0);
- }
- else
- {
- gl_FragColor = vec4(1.0,0.0,0.0,0.0);
- }
- }