//#define DIAMOND_KERNEL float lum(in vec3 rgb) { return dot(rgb, vec3(0.21, 0.72, 0.07)); } vec3 dilate(in sampler2D tex, in vec2 uv, in int size, in float sep, in float minb, in float maxb) { vec3 cc = texture(tex, uv).rgb; vec3 tc = cc; float cl = lum(cc); for (int x = -size; x <= size; ++x) for (int y = -size; y <= size; ++y) { #ifdef DIAMOND_KERNEL if (abs(x) > size - abs(y)) continue; #else if (distance(vec2(x, y), vec2(0, 0)) > float(size)) continue; #endif vec3 s = texture(tex, uv + vec2(x,y)/iResolution.xy*sep).rgb; float b = lum(s); if (cl < b) { cl = b; tc = s; } } return mix(cc, tc, smoothstep(minb, maxb, cl)); } vec3 erode(in sampler2D tex, in vec2 uv, in int size, in float sep, in float minb, in float maxb) { vec3 cc = texture(tex, uv).rgb; vec3 tc = cc; float cl = lum(cc); for (int x = -size; x <= size; ++x) for (int y = -size; y <= size; ++y) { #ifdef DIAMOND_KERNEL if (abs(x) > size - abs(y)) continue; #else if (distance(vec2(x, y), vec2(0, 0)) > float(size)) continue; #endif vec3 s = texture(tex, uv + vec2(x,y)/iResolution.xy*sep).rgb; float b = lum(s); if (cl > b) { cl = b; tc = s; } } return mix(tc, cc, smoothstep(minb, maxb, cl)); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { // Normalized pixel coordinates (from 0 to 1) vec2 uv = fragCoord/iResolution.xy; vec3 dil = dilate(iChannel0, uv, 12, (uv.x-.5)*3., 0.0, 1.0); vec3 er = erode(iChannel0, uv, 12, (uv.x-.5)*3., 0.0, 1.0); vec3 col = uv.x > 0.5 ? er : dil; // Output to screen fragColor = vec4(col,1.0); }