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 |