shaders/phosphor-basic.frag
author František Kučera <franta-hg@frantovo.cz>
Wed, 27 Dec 2023 10:34:12 +0100
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import PDF loading code from the OHP3D private prototype
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#version 330 core
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uniform  sampler2D  uTexture;
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uniform  float      uTextureScale;
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in       vec2       vTextureXY;
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out      vec4       fColor;
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vec4 grayscale(vec4 original) {
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	const vec3 luminanceWeighting = vec3(0.2125, 0.7154, 0.0721);
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	float luminance = dot(original.rgb, luminanceWeighting);
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	return vec4(vec3(luminance), original.a);
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}
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vec4 invert(vec4 original) {
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	original = clamp(original, 0.0, 1.0);
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	return vec4(vec3(1.) - original.rgb, original.a);
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}
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float rand(vec2 co) {
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    return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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}
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void main() {
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	fColor = texture(uTexture, vTextureXY).rgba;
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	// fColor = grayscale(fColor);
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	// fColor = invert(fColor);
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	fColor = (fColor-rand(vTextureXY)*0.3) * 1.6;
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	float lineCount = textureSize(uTexture, 0).y / uTextureScale;
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	fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount)));
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	// float columnCount = textureSize(uTexture, 0).x / uTextureScale;
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	// fColor.xyz *=
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	//  clamp(abs(sin(radians(vTextureXY.x * 180. * columnCount)))+0.6, 0., 1.);
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	// fColor = grayscale(fColor) * vec4(1.00, 0.80, 0.10, 1.00); // amber
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	fColor = grayscale(fColor) * vec4(0.30, 0.80, 0.20, 1.00); // green
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	// let us move decades ago, when screens were greener and future brighter
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}