shaders/scanlines-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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void main() {
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	fColor = texture(uTexture, vTextureXY).rgba;
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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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}