" vec3 x4 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x, px.y)).rgb;\n",
" vec3 x5 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x, 0.0)).rgb;\n",
" vec3 x6 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x,-px.y)).rgb;\n",
-" vec3 y1 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x,-px.y)).rgb;\n",
" vec3 y2 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( 0.0,-px.y)).rgb;\n",
-" vec3 y3 = dp_texture2D(Texture_First, TexCoord1.xy + vec2(-px.x,-px.y)).rgb;\n",
-" vec3 y4 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( px.x, px.y)).rgb;\n",
" vec3 y5 = dp_texture2D(Texture_First, TexCoord1.xy + vec2( 0.0, px.y)).rgb;\n",
-" vec3 y6 = dp_texture2D(Texture_First, TexCoord1.xy + vec2(-px.x, px.y)).rgb;\n",
" float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n",
" float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n",
" float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n",
" float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n",
" float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n",
" float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n",
-" float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n",
+" float py1 = -px6;\n",
" float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n",
-" float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n",
-" float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n",
+" float py3 = px3;\n",
+" float py4 = px4;\n",
" float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n",
-" float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n",
-" sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n",
+" float py6 = -px1;\n",
+" sobel = 0.25 * (abs(px1 + px2 + px3 + px4 + px5 + px6) + abs(py1 + py2 + py3 + py4 + py5 + py6));\n",
" dp_FragColor += dp_texture2D(Texture_First, TexCoord1.xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n",
" dp_FragColor += dp_texture2D(Texture_First, TexCoord1.xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n",
" dp_FragColor += dp_texture2D(Texture_First, TexCoord1.xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n",