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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uniform sampler2D texture;
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uniform float edge_threshold;
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void main()
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{
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    const float offset = 1.0 / 512.0;
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    vec2 offx = vec2(offset, 0.0);
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    vec2 offy = vec2(0.0, offset);
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    vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy)        * -2.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offy)        *  2.0 +
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                 texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
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                 texture2D(texture, gl_TexCoord[0].xy - offx + offy) *  1.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offx + offy) *  1.0;
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    vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx)        *  2.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offx)        * -2.0 +
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                 texture2D(texture, gl_TexCoord[0].xy - offx - offy) *  1.0 +
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                 texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offx - offy) *  1.0 +
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                 texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0;
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    vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
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    float edge = length(result);
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    vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy);
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    if (edge > (edge_threshold * 8.0))
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        pixel.rgb = vec3(0.0, 0.0, 0.0);
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    else
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        pixel.a = edge_threshold;
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    gl_FragColor = pixel;
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}
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