diff --git a/examples/shaders/postprocessing/glsl330/sobel.fs b/examples/shaders/postprocessing/glsl330/sobel.fs index f317ae3..cb335c0 100644 --- a/examples/shaders/postprocessing/glsl330/sobel.fs +++ b/examples/shaders/postprocessing/glsl330/sobel.fs @@ -20,22 +20,22 @@ void main() float y = 1.0/resolution.y; vec4 horizEdge = vec4(0.0); - horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; - horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; - horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; - horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; - horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; - horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; + horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; + horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec4 vertEdge = vec4(0.0); - vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; - vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; - vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; - vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; - vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; - vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + vertEdge -= texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; + vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + vertEdge += texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; + vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); - finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a); + finalColor = vec4(edge, texture(texture0, fragTexCoord).a); } \ No newline at end of file