precision highp float; varying highp vec2 vTextureCoord; varying highp vec4 vNormal; varying highp vec3 vPosition; uniform sampler2D uSampler; void make_kernel(inout vec4 n[9], sampler2D tex, vec2 coord) { float w = 1.0 / 640.; float h = 1.0 / 640.; n[0] = texture2D(tex, coord + vec2( -w, -h)); n[1] = texture2D(tex, coord + vec2(0.0, -h)); n[2] = texture2D(tex, coord + vec2( w, -h)); n[3] = texture2D(tex, coord + vec2( -w, 0.0)); n[4] = texture2D(tex, coord); n[5] = texture2D(tex, coord + vec2( w, 0.0)); n[6] = texture2D(tex, coord + vec2( -w, h)); n[7] = texture2D(tex, coord + vec2(0.0, h)); n[8] = texture2D(tex, coord + vec2( w, h)); } void main(void) { vec4 n[9]; make_kernel( n, uSampler, vTextureCoord); vec4 sobel_edge_h = n[2] + (2.0*n[5]) + n[8] - (n[0] + (2.0*n[3]) + n[6]); vec4 sobel_edge_v = n[0] + (2.0*n[1]) + n[2] - (n[6] + (2.0*n[7]) + n[8]); vec4 sobel = sqrt((sobel_edge_h * sobel_edge_h) + (sobel_edge_v * sobel_edge_v)); if ((1. - sobel.r) + (1. - sobel.g) + (1. - sobel.b) < 2.5) gl_FragColor = vec4(1.0 - sobel.rgb, 1.0 ); else { vec3 n = normalize(vec3(-50., 100., 50.) - vPosition); float diffuse = max(dot(normalize(vNormal.xyz), n), 0.); float specular = pow( max(dot( reflect(n, normalize(vNormal.xyz)), normalize(vec3(0., 0., -50.) - vPosition)), 0.), 10.); gl_FragColor = vec4((diffuse * 0.8) + (vec3(0.2)) + (specular * vec3(1.)), 1.0); } }