1 Shader "Custom/dFdyCustom" {
 
    4             _MainTex ("Texture Image", 2D) = "white" {}
 
    5             _TexSizeY ("Texture Height", Float) = 0.0
 
   13                 uniform sampler2D _MainTex;
 
   14                 uniform float _TexSizeY;
 
   16                 varying vec4 textureCoordinates; 
 
   22                    textureCoordinates = gl_MultiTexCoord0;
 
   23                     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
 
   30                    vec4 c0 = texture2D(_MainTex, vec2(textureCoordinates) + vec2(0.0, -1.0/_TexSizeY));
 
   31                    vec4 c1 = texture2D(_MainTex, vec2(textureCoordinates) + vec2(0.0, 1.0/_TexSizeY));
 
   33                    vec4 g = (c1 - c0) / 2.0;
 
   35                    float gradient = (g.r + g.g + g.b) / 3.0;
 
   37                    gradient = (gradient + 1.0) / 2.0;
 
   39                    gl_FragColor = vec4(gradient, gradient, gradient, 1.0);