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Android "Shader Editor" Application GLSL Camera Shader code [Inverted Edge]
#extension GL_OES_standard_derivatives : enable
precision mediump float;
uniform vec2 resolution;
uniform vec2 cameraAddent;
uniform mat2 cameraOrientation;
uniform samplerExternalOES cameraBack;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec2 st = cameraAddent + uv * cameraOrientation;
vec3 color = texture2D(cameraBack, st).rgb;
gl_FragColor = vec4(color, 1.0);
float gray = length(color.rgb);
gl_FragColor = vec4(vec3(step(0.06, length(vec2(dFdx(gray), dFdy(gray))))), 1.0);
// Inverts it
gl_FragColor = 1.0 - gl_FragColor;
}
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