diff --git a/tutorials/viewports/custom_postprocessing.rst b/tutorials/viewports/custom_postprocessing.rst index dbb7242e2..17edf357e 100644 --- a/tutorials/viewports/custom_postprocessing.rst +++ b/tutorials/viewports/custom_postprocessing.rst @@ -77,15 +77,15 @@ Copy the following code to your shader. The above code is a single pass edge det shader_type canvas_item; void fragment() { - vec3 col = -8.0 * texture(TEXTURE, SCREEN_UV).xyz; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz; - col += texture(TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz; - col += texture(TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz; - col += texture(TEXTURE, SCREEN_UV + SCREEN_PIXEL_SIZE.xy).xyz; - col += texture(TEXTURE, SCREEN_UV - SCREEN_PIXEL_SIZE.xy).xyz; - col += texture(TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, SCREEN_PIXEL_SIZE.y)).xyz; - col += texture(TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, -SCREEN_PIXEL_SIZE.y)).xyz; + vec3 col = -8.0 * texture(TEXTURE, UV).xyz; + col += texture(TEXTURE, UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz; + col += texture(TEXTURE, UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz; + col += texture(TEXTURE, UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz; + col += texture(TEXTURE, UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz; + col += texture(TEXTURE, UV + SCREEN_PIXEL_SIZE.xy).xyz; + col += texture(TEXTURE, UV - SCREEN_PIXEL_SIZE.xy).xyz; + col += texture(TEXTURE, UV + vec2(-SCREEN_PIXEL_SIZE.x, SCREEN_PIXEL_SIZE.y)).xyz; + col += texture(TEXTURE, UV + vec2(SCREEN_PIXEL_SIZE.x, -SCREEN_PIXEL_SIZE.y)).xyz; COLOR.xyz = col; } @@ -135,15 +135,15 @@ does not matter: // Blurs the screen in the X-direction. void fragment() { - vec3 col = texture(TEXTURE, SCREEN_UV).xyz * 0.16; - col += texture(TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15; - col += texture(TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15; - col += texture(TEXTURE, SCREEN_UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12; - col += texture(TEXTURE, SCREEN_UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12; - col += texture(TEXTURE, SCREEN_UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09; - col += texture(TEXTURE, SCREEN_UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09; - col += texture(TEXTURE, SCREEN_UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05; - col += texture(TEXTURE, SCREEN_UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05; + vec3 col = texture(TEXTURE, UV).xyz * 0.16; + col += texture(TEXTURE, UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15; + col += texture(TEXTURE, UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15; + col += texture(TEXTURE, UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12; + col += texture(TEXTURE, UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12; + col += texture(TEXTURE, UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09; + col += texture(TEXTURE, UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09; + col += texture(TEXTURE, UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05; + col += texture(TEXTURE, UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05; COLOR.xyz = col; } @@ -153,15 +153,15 @@ does not matter: // Blurs the screen in the Y-direction. void fragment() { - vec3 col = texture(TEXTURE, SCREEN_UV).xyz * 0.16; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05; - col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05; + vec3 col = texture(TEXTURE, UV).xyz * 0.16; + col += texture(TEXTURE, UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15; + col += texture(TEXTURE, UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15; + col += texture(TEXTURE, UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12; + col += texture(TEXTURE, UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12; + col += texture(TEXTURE, UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09; + col += texture(TEXTURE, UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09; + col += texture(TEXTURE, UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05; + col += texture(TEXTURE, UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05; COLOR.xyz = col; }