I did find this though,
https://www.shadertoy.com/view/lslGRr
Code: Select all
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
uv.x = mod( uv.x * 2.0, 1.0 );
uv = uv * (0.6 + 0.4 * sin(iGlobalTime * 0.5));
vec2 step = 1.0 / iResolution.xy;
vec3 texA = texture2D( iChannel0, uv + vec2(-step.x, -step.y) * 1.5 ).rgb;
vec3 texB = texture2D( iChannel0, uv + vec2( step.x, -step.y) * 1.5 ).rgb;
vec3 texC = texture2D( iChannel0, uv + vec2(-step.x, step.y) * 1.5 ).rgb;
vec3 texD = texture2D( iChannel0, uv + vec2( step.x, step.y) * 1.5 ).rgb;
vec3 around = 0.25 * (texA + texB + texC + texD);
vec3 center = texture2D( iChannel0, uv ).rgb;
float sharpness = 1.0;
if( fragCoord.x / iResolution.x < 0.5 )
sharpness = 0.0;
vec3 col = center + (center - around) * sharpness;
fragColor = vec4(col,1.0);
}
and I'm curious if it's possible to translate this into something that love could interpret, does anyone have any ideas? (or a sharpen shader already working with love would be cool too)
thanks