#version 330 core out vec4 frag_color; in vec2 tex_coords; uniform sampler2D texture1; vec4 inversion() { vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0); return(result); } vec4 grayscale_average() { vec4 tex_color = texture(texture1, tex_coords); float average = (tex_color.r+tex_color.g+tex_color.b)/3.0; vec4 result = vec4(average, average, average, 1.0); return(result); } vec4 grayscale_weights() { vec4 tex_color = texture(texture1, tex_coords); float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b; vec4 result = vec4(average, average, average, 1.0); return(result); } const float offset = 1.0/300.0; vec4 kernel_effect(float[9] kernel) { vec2 offsets[9] = vec2[]( vec2(-offset, offset), /* top-left */ vec2(0.0, offset), /* top-center */ vec2(offset, offset), /* top-right */ vec2(-offset, 0.0), /* center-left */ vec2(0.0, 0.0), /* center-center */ vec2(offset, 0.0), /* center-right */ vec2(-offset, -offset), /* bottom-left */ vec2(0.0, -offset), /* bottom-center */ vec2(offset, -offset) /* bottom-right */ ); vec3 sample_texture[9]; for (int offset_index = 0; offset_index < 9; ++offset_index) { sample_texture[offset_index] = vec3(texture(texture1, tex_coords+offsets[offset_index])); } vec3 color = vec3(0.0); for (int i = 0; i < 9; ++i) color += sample_texture[i]*kernel[i]; return(vec4(color, 1.0)); } void main(void) { float strange_kernel[9] = float[]( -1, -1, -1, -1, 9, -1, -1, -1, -1 ); float gaussian_blur_kernel[9] = float[]( 1.0/16.0, 2.0/16.0, 1.0/16.0, 2.0/16.0, 4.0/16.0, 2.0/16.0, 1.0/16.0, 2.0/16.0, 1.0/16.0 ); float box_blur_kernel[9] = float[]( 1.0/9.0, 1.0/9.0, 1.0/9.0, 1.0/9.0, 1.0/9.0, 1.0/9.0, 1.0/9.0, 1.0/9.0, 1.0/9.0 ); float edge_detection_kernel[9] = float[]( 1.0, 1.0, 1.0, 1.0, -8.0, 1.0, 1.0, 1.0, 1.0 ); float sharpening_kernel[9] = float[]( 0.0, -1.0, 0.0, -1.0, 5.0, -1.0, 0.0, -1.0, 0.0 ); float sobel_kernel_vertical[9] = float[]( -1.0, 0.0, 1.0, -2.0, 0.0, 2.0, -1.0, 0.0, 0.0 ); float sobel_kernel_horizontal[9] = float[]( -1.0, -2.0, -1.0, 0.0, 0.0, 0.0, 1.0, 2.0, 1.0 ); float funny_kernel[9] = float[]( 1.0, 1.0, 1.0, 1.0, -4.0, 1.0, 1.0, 1.0, 1.0 ); frag_color = kernel_effect(funny_kernel); frag_color *= vec4(0.76, 0.47, 0.84, 1.0); }