Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug
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								SQCSim2021/external/sfml251/examples/shader/resources/edge.frag
									
									
									
									
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								SQCSim2021/external/sfml251/examples/shader/resources/edge.frag
									
									
									
									
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							| @@ -0,0 +1,32 @@ | ||||
| uniform sampler2D texture; | ||||
| uniform float edge_threshold; | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     const float offset = 1.0 / 512.0; | ||||
|     vec2 offx = vec2(offset, 0.0); | ||||
|     vec2 offy = vec2(0.0, offset); | ||||
|  | ||||
|     vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy)        * -2.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy + offy)        *  2.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy - offx + offy) *  1.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy + offx + offy) *  1.0; | ||||
|  | ||||
|     vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx)        *  2.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy + offx)        * -2.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy - offx - offy) *  1.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy + offx - offy) *  1.0 + | ||||
|                  texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0; | ||||
|  | ||||
|     vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb); | ||||
|     float edge = length(result); | ||||
|     vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy); | ||||
|     if (edge > (edge_threshold * 8.0)) | ||||
|         pixel.rgb = vec3(0.0, 0.0, 0.0); | ||||
|     else | ||||
|         pixel.a = edge_threshold; | ||||
|     gl_FragColor = pixel; | ||||
| } | ||||
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