float ruPx = texture2D(inputImage, ruTexCoord).r; float rcPx = texture2D(inputImage, rcTexCoord).r; float rdPx = texture2D(inputImage, rdTexCoord).r; float h = -luPx - 2.0 * lcPx - ldPx + ruPx + 2.0 * rcPx + rdPx; float v = -luPx - 2.0 * cuPx - ruPx + ldPx + 2.0 * cdPx + rdPx; float mag = length(vec2(h, v)); fragColor = vec4(vec3(mag), 1.0); }