1. mexico shader #pragma header void main() { vec2 uv = floor(openfl_TextureCoordv * openfl_TextureSize) / openfl_TextureSize; float step_u = 1.0/screenWidth; float step_v = 1.0/screenHeight; vec4 cCenter = flixel_texture2D(bitmap, uv); vec4 cRight = flixel_texture2D(bitmap, uv + vec2(step_u, 0.0)); vec4 cBottom = flixel_texture2D(bitmap, uv + vec2(0.0, step_v)); float _dFdx = length(cCenter-cRight) / step_u; float _dFdy = length(cCenter-cBottom) / step_v; gl_FragColor = cCenter; gl_FragColor.r += _dFdx * 255; gl_FragColor.g += _dFdy * 255; gl_FragColor.b = 0; }

  2. **January 21, 2023 5:10 PM (GMT+1)January 21, 2023 5:10 PM (GMT+1)January 21, 2023 5:10 PM (GMT+1)

    deepfry shader

    `#pragma header

             void main()
             {
                 vec2 uv = floor(openfl_TextureCoordv * openfl_TextureSize) / openfl_TextureSize;
    
                 float step_u = 1.0/screenWidth;
                 float step_v = 1.0/screenHeight;
    
                 vec4 cCenter = flixel_texture2D(bitmap, uv);
                 vec4 cRight = flixel_texture2D(bitmap, uv + vec2(step_u, 0.0));
                 vec4 cBottom = flixel_texture2D(bitmap, uv + vec2(0.0, step_v));
    
                 float _dFdx = length(cCenter-cRight) / step_u;
                 float _dFdy = length(cCenter-cBottom) / step_v;
    
                 gl_FragColor = cCenter;
                 gl_FragColor.r += _dFdx;
                 gl_FragColor.g += _dFdy;
             }`
    
### **sanco*January 21, 2023 5:36 PM (GMT+1)*January 21, 2023 5:36 PM (GMT+1)**

mexico shader pero mejor (bordes mas nitidos

`#pragma header

            void main()
            {
                vec2 uv = floor(openfl_TextureCoordv * openfl_TextureSize) / openfl_TextureSize;

                float step_u = 1.0/screenWidth;
                float step_v = 1.0/screenHeight;

                vec4 cCenter = flixel_texture2D(bitmap, uv);
                vec4 cRight = flixel_texture2D(bitmap, uv + vec2(step_u, 0.0));
                vec4 cBottom = flixel_texture2D(bitmap, uv + vec2(0.0, step_v));

                float _dFdx = length(cCenter-cRight) / step_u;
                float _dFdy = length(cCenter-cBottom) / step_v;

                gl_FragColor = cCenter;
                gl_FragColor.r += _dFdx / 255;
                gl_FragColor.g += _dFdy / 255;
                gl_FragColor.b = 0;
            }`
### **sanco*January 21, 2023 7:15 PM (GMT+1)*January 21, 2023 7:15 PM (GMT+1)**

shader con gradiante guapo? (si usar remover las cosas que no se usan)

                `const float TAU = 6.28318530;
                const float steps = 32.0;

                float rad = 20.0;

                vec2 uv = floor(openfl_TextureCoordv * openfl_TextureSize) / openfl_TextureSize;

                gl_FragColor = vec4(uv.y, 0.0, uv.x, 1.0);
                for (float i = 0.0; i < TAU; i += TAU / steps)
                {
                    vec2 offset = vec2(sin(i), cos(i)) * rad;
                    vec3 col = flixel_texture2D(bitmap, uv + offset).rgb;
                    //gl_FragColor = mix(gl_FragColor, vec4(1.0), col);
                }

                vec4 texture = flixel_texture2D(bitmap, uv);
                gl_FragColor += texture;`
### **sanco*January 21, 2023 7:56 PM (GMT+1)*January 21, 2023 7:56 PM (GMT+1)**

// [<https://www.shadertoy.com/view/XdlBRH>](<https://www.shadertoy.com/view/XdlBRH>) translated to haxe code by me lol
// this is more like a deepfry shader lol

[**Shadertoy**](<https://www.shadertoy.com/view/XdlBRH>)

![](<https://images-ext-1.discordapp.net/external/0bQdKL45XMgGODNCFjGoEaE25gUUkNGojLLCO0ZyddA/https/www.shadertoy.com/media/shaders/XdlBRH.jpg?width=72&height=40>)