shaders/phosphor-basic.frag
branchv_0
changeset 28 4cbd9c0beb4c
parent 21 bcc53967ab3c
child 36 0ffb35999bb0
equal deleted inserted replaced
27:2a156cb51479 28:4cbd9c0beb4c
     1 #version 330 core
     1 #version 330 core
     2 
     2 
     3 uniform  sampler2D  uTexture;
     3 uniform  sampler2D  uTexture;
       
     4 uniform  float      uTextureScale;
     4 in       vec2       vTextureXY;
     5 in       vec2       vTextureXY;
     5 out      vec4       fColor;
     6 out      vec4       fColor;
     6 
     7 
     7 vec4 grayscale(vec4 original) {
     8 vec4 grayscale(vec4 original) {
     8 	const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
     9 	const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
    24 
    25 
    25 	// fColor = grayscale(fColor);
    26 	// fColor = grayscale(fColor);
    26 	// fColor = invert(fColor);
    27 	// fColor = invert(fColor);
    27 	fColor = (fColor-rand(vTextureXY)*0.3) * 1.6;
    28 	fColor = (fColor-rand(vTextureXY)*0.3) * 1.6;
    28 
    29 
    29 	float lineCount = textureSize(uTexture, 0).y;
    30 	float lineCount = textureSize(uTexture, 0).y / uTextureScale;
    30 	fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount)));
    31 	fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount)));
    31 
    32 
    32 	// float columnCount = textureSize(uTexture, 0).x;
    33 	// float columnCount = textureSize(uTexture, 0).x / uTextureScale;
    33 	// fColor.xyz *=
    34 	// fColor.xyz *=
    34 	//  clamp(abs(sin(radians(vTextureXY.x * 180. * columnCount)))+0.6, 0., 1.);
    35 	//  clamp(abs(sin(radians(vTextureXY.x * 180. * columnCount)))+0.6, 0., 1.);
    35 
    36 
    36 	// fColor = grayscale(fColor) * vec4(1.00, 0.80, 0.10, 1.00); // amber
    37 	// fColor = grayscale(fColor) * vec4(1.00, 0.80, 0.10, 1.00); // amber
    37 	fColor = grayscale(fColor) * vec4(0.30, 0.80, 0.20, 1.00); // green
    38 	fColor = grayscale(fColor) * vec4(0.30, 0.80, 0.20, 1.00); // green