Mercurial > hg > forks > bilotrip-mj12
view data/shaders/copquad.fs @ 0:785057719d9b
Import.
author | Matti Hamalainen <ccr@tnsp.org> |
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date | Mon, 05 Aug 2013 12:25:43 +0300 |
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/* Fragment shader */ uniform float width; uniform float height; uniform float time; uniform sampler2D texture0; uniform sampler2D texture1; uniform float alpha; uniform float gamma; uniform float grid; uniform float tvmode; void main() { float ofx = cos(time*0.06)*width/64; float ofy = sin(time*0.07)*height/64; float ofx2 = sin(time*0.07)*width/64; float ofy2 = cos(time*0.06)*height/64; vec4 color = texture2D(texture0, vec2((gl_FragCoord.x+ofx)/width, (gl_FragCoord.y+ofy)/height)); vec4 color2 = texture2D(texture1, vec2((ofx2+gl_FragCoord.x)/width, (ofy2+gl_FragCoord.y)/height)); color.a = alpha; color2.a = alpha; if (gamma > 0.0) color.rgb*=gamma; float off = 0.0; vec3 col = vec3(0.0,0.0,0.0); if (grid > 0.0) { float off = -time*2.0; //really light lines col.g += clamp(ceil(mod(gl_FragCoord.x+off, 5.0)) - 4.0, 4.0, 1.0) * (0.05*grid); col.g += clamp(ceil(mod(gl_FragCoord.y+off, 5.0)) - 4.0, 0.0, 1.0) * (0.05*grid); col.g = clamp(col.g, 0.0, (0.15*grid)); //light lines col.g += clamp(ceil(mod(gl_FragCoord.x+off, 15.0)) - 14.0, 0.0, 1.0) * (0.25*grid); col.g += clamp(ceil(mod(gl_FragCoord.y+off, 15.0)) - 14.0, 0.0, 1.0) * (0.25*grid); col.g = clamp(col.g, 0.0, (0.25*grid)); //strong lines col.g += clamp(ceil(mod(gl_FragCoord.x+off, 30.0)) - 29.0, 0.0, (1.0*grid)); col.g += clamp(ceil(mod(gl_FragCoord.y+off, 30.0)) - 29.0, 0.0, (1.0*grid)); col.g = clamp(col.g, 0.0, (1.0*grid)); if (color.g > 0.70 && color.r > 0.70 && color.b < 0.60) { color.g = col.g; } } float ilace = 0.0; gl_FragColor = vec4(vec3(((color.rgb*0.6) - (color2.rgb*abs(cos(time*10.0)*0.4)))-ilace), color.a - (color2.a*abs(cos(time*10.0)*0.4))); }