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void MAIN()
{
vec2 size = vec2(textureSize(SCREEN_TEXTURE, 0));
vec2 uv = FRAGCOORD.xy / size;
vec2 d = vec2(1.0 / size.x, 1.0 / size.y);
vec4 diff = texture(SCREEN_TEXTURE, uv + d) - texture(SCREEN_TEXTURE, uv - d);
float c = (diff.x + diff.y + diff.z) + 0.5;
float alpha = 1.0;
if (uKeepAlpha)
alpha = texture(SCREEN_TEXTURE, uv).a;
BASE_COLOR = vec4(vec3(c), alpha);
}
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