uniform sampler2D texture; uniform float edge_threshold; void main() { const float offset = 1.0 / 512.0; vec2 offx = vec2(offset, 0.0); vec2 offy = vec2(0.0, offset); vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 + texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 + texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 + texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 + texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 + texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0; vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 + texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 + texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 + texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 + texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 + texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0; vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb); float edge = length(result); vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy); if (edge > (edge_threshold * 8.0)) pixel.rgb = vec3(0.0, 0.0, 0.0); else pixel.a = edge_threshold; gl_FragColor = pixel; }