22 |
22 |
23 void main() { |
23 void main() { |
24 fColor = texture(uTexture, vTextureXY).rgba; |
24 fColor = texture(uTexture, vTextureXY).rgba; |
25 |
25 |
26 // fColor = grayscale(fColor); |
26 // fColor = grayscale(fColor); |
27 // fColor = invert(fColor); |
27 fColor = invert(fColor); |
28 fColor = (fColor-rand(vTextureXY)*0.3) * 1.6; |
28 fColor = (fColor-rand(vTextureXY)*0.3) * 1.6; |
29 |
29 |
30 float lineCount = textureSize(uTexture, 0).y / uTextureScale; |
30 float lineCount = textureSize(uTexture, 0).y / uTextureScale; |
|
31 lineCount /= 6.5; |
31 fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount))); |
32 fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount))); |
32 |
33 |
33 // float columnCount = textureSize(uTexture, 0).x / uTextureScale; |
34 // float columnCount = textureSize(uTexture, 0).x / uTextureScale; |
34 // fColor.xyz *= |
35 // fColor.xyz *= |
35 // clamp(abs(sin(radians(vTextureXY.x * 180. * columnCount)))+0.6, 0., 1.); |
36 // clamp(abs(sin(radians(vTextureXY.x * 180. * columnCount)))+0.6, 0., 1.); |
36 |
37 |
37 // fColor = grayscale(fColor) * vec4(1.00, 0.80, 0.10, 1.00); // amber |
38 fColor = grayscale(fColor) * vec4(1.00, 0.80, 0.10, 1.00); // amber |
38 fColor = grayscale(fColor) * vec4(0.30, 0.80, 0.20, 1.00); // green |
39 // fColor = grayscale(fColor) * vec4(0.30, 0.80, 0.20, 1.00); // green |
39 |
40 |
40 // let us move decades ago, when screens were greener and future brighter |
41 // let us move decades ago, when screens were greener and future brighter |
41 } |
42 } |