// ColoredStorybook shader // by guest(r) // License: GNU-GPL uniform sampler2D OGL2Texture; uniform sampler2D OGL2TMU1; void main() { vec3 paper = texture2D(OGL2TMU1, gl_TexCoord[6].zw).xyz; vec3 c00 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz; vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz; vec3 c20 = texture2D(OGL2Texture, gl_TexCoord[2].zw).xyz; vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[3].xy).xyz; vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz; vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz; vec3 c02 = texture2D(OGL2Texture, gl_TexCoord[1].zw).xyz; vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz; vec3 c22 = texture2D(OGL2Texture, gl_TexCoord[6].xy).xyz; vec3 dt = vec3(1.0,1.0,1.0); c11 = 0.25*(c11+0.5*(c10+c01+c12+c21)+0.25*(c02+c20+c00+c22)); float d1=dot(abs(c00-c22),dt); float d2=dot(abs(c20-c02),dt); float hl=dot(abs(c01-c21),dt); float vl=dot(abs(c10-c12),dt); float d = 0.60*(d1+d2+hl+vl)/(dot(c11,dt)+0.5); d = 0.5*pow(d,0.5) + d; c11 = (1.0-0.6*d)*c11; gl_FragColor.xyz = mix(paper, c11, pow(max(min(d,1.1)-0.1,0.0),0.5)); }