--- a/shaders/default.frag Sun Dec 03 19:22:25 2023 +0100
+++ b/shaders/default.frag Sun Dec 03 19:22:42 2023 +0100
@@ -10,7 +10,7 @@
return vec4(vec3(luminance), original.a);
}
-void main(){
+void main() {
fColor = texture(uTexture, vTextureXY).rgba;
// fColor = grayscale(fColor);
// fColor *= vec4(0.8, 1., 0.2, 1.);
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/shaders/phosphor-basic.frag Sun Dec 03 19:22:42 2023 +0100
@@ -0,0 +1,40 @@
+#version 330 core
+
+uniform sampler2D uTexture;
+in vec2 vTextureXY;
+out vec4 fColor;
+
+vec4 grayscale(vec4 original) {
+ const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
+ float luminance = dot(original.rgb, luminanceWeighting);
+ return vec4(vec3(luminance), original.a);
+}
+
+vec4 invert(vec4 original) {
+ original = clamp(original, 0.0, 1.0);
+ return vec4(vec3(1.) - original.rgb, original.a);
+}
+
+float rand(vec2 co) {
+ return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
+}
+
+void main() {
+ fColor = texture(uTexture, vTextureXY).rgba;
+
+ // fColor = grayscale(fColor);
+ // fColor = invert(fColor);
+ fColor = (fColor-rand(vTextureXY)*0.3) * 1.6;
+
+ float lineCount = 200.;
+ fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount)));
+
+ // float columnCount = 320;
+ // fColor.xyz *=
+ // clamp(abs(sin(radians(vTextureXY.x * 180. * columnCount)))+0.6, 0., 1.);
+
+ // fColor = grayscale(fColor) * vec4(1.00, 0.80, 0.10, 1.00); // amber
+ fColor = grayscale(fColor) * vec4(0.30, 0.80, 0.20, 1.00); // green
+
+ // let us move decades ago, when screens were greener and future brighter
+}
--- a/shaders/scanlines-basic.frag Sun Dec 03 19:22:25 2023 +0100
+++ b/shaders/scanlines-basic.frag Sun Dec 03 19:22:42 2023 +0100
@@ -4,9 +4,9 @@
in vec2 vTextureXY;
out vec4 fColor;
-void main(){
+void main() {
fColor = texture(uTexture, vTextureXY).rgba;
- float lineCount = 260.;
+ float lineCount = 200.;
fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount)));
}
--- a/shaders/soften-borders.frag Sun Dec 03 19:22:25 2023 +0100
+++ b/shaders/soften-borders.frag Sun Dec 03 19:22:42 2023 +0100
@@ -4,7 +4,7 @@
in vec2 vTextureXY;
out vec4 fColor;
-void main(){
+void main() {
fColor = texture(uTexture, vTextureXY).rgba;
float width = 0.01;