--- a/shaders/phosphor-basic.frag Tue Dec 26 15:41:07 2023 +0100
+++ b/shaders/phosphor-basic.frag Tue Dec 26 23:46:45 2023 +0100
@@ -1,6 +1,7 @@
#version 330 core
uniform sampler2D uTexture;
+uniform float uTextureScale;
in vec2 vTextureXY;
out vec4 fColor;
@@ -26,10 +27,10 @@
// fColor = invert(fColor);
fColor = (fColor-rand(vTextureXY)*0.3) * 1.6;
- float lineCount = textureSize(uTexture, 0).y;
+ float lineCount = textureSize(uTexture, 0).y / uTextureScale;
fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount)));
- // float columnCount = textureSize(uTexture, 0).x;
+ // float columnCount = textureSize(uTexture, 0).x / uTextureScale;
// fColor.xyz *=
// clamp(abs(sin(radians(vTextureXY.x * 180. * columnCount)))+0.6, 0., 1.);