// SaL shader
// by guest(r) (guest.r@gmail.com)
// License: GNU-GPL

uniform sampler2D OGL2Texture;

void main()
{
	vec3 c10 = texture2D(OGL2Texture, gl_TexCoord[1].xy).xyz;
	vec3 c01 = texture2D(OGL2Texture, gl_TexCoord[4].xy).xyz;
	vec3 c11 = texture2D(OGL2Texture, gl_TexCoord[0].xy).xyz;
	vec3 c21 = texture2D(OGL2Texture, gl_TexCoord[5].xy).xyz;
	vec3 c12 = texture2D(OGL2Texture, gl_TexCoord[2].xy).xyz;

	vec3 dt = vec3(1.0, 1.0, 1.0);

	float k1 = dot(abs(c01 - c21), dt);
	float k2 = dot(abs(c10 - c12), dt);

	gl_FragColor.xyz = (k1 * (c10 + c12) + k2 * (c01 + c21) + 0.001 * c11) / (2.0 * (k1 + k2) + 0.001);
}
