#version 150 uniform vec2 dt; uniform vec4 selected, color; uniform sampler2D t0; uniform float fill; void main(void) { ivec2 tc = ivec2(gl_FragCoord.xy); vec4 ds0 = abs(texelFetchOffset(t0, tc, 0, ivec2(-1, 0)) - selected); vec4 ds1 = abs(texelFetchOffset(t0, tc, 0, ivec2( 1, 0)) - selected); vec4 ds2 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, -1)) - selected); vec4 ds3 = abs(texelFetchOffset(t0, tc, 0, ivec2(0, 1)) - selected); float d0 = dot(ds0, vec4(1., 1., 1., 1.)), d1 = dot(ds1, vec4(1., 1., 1., 1.)), d2 = dot(ds2, vec4(1., 1., 1., 1.)), d3 = dot(ds3, vec4(1., 1., 1., 1.)); float vs = step(1e-6, d0 + d1 + d2 + d3); float vm = step(1e-3, (d0 * 255.) * (d1 * 255.) * (d2 * 255.) * (d3 * 255.)); float v = mix(vs - vm, vs - vm - vm + 1, fill); //qgl_FragData[0] = vec4(1,0,0,0.5);//vec4(color.rgb, v * color.a); qgl_FragData[0] = vec4(color.rgb, v * color.a); }