shaders/phosphor-basic.frag
branchv_0
changeset 36 0ffb35999bb0
parent 28 4cbd9c0beb4c
equal deleted inserted replaced
35:dcb2ad86e23c 36:0ffb35999bb0
    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 }