diff -r f53a040bdc89 -r c4384f43c739 shaders/phosphor-basic.frag --- /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 +}