--- a/shaders/phosphor-basic.frag Thu Dec 28 00:37:59 2023 +0100
+++ b/shaders/phosphor-basic.frag Thu Dec 28 00:57:23 2023 +0100
@@ -24,18 +24,19 @@
fColor = texture(uTexture, vTextureXY).rgba;
// fColor = grayscale(fColor);
- // fColor = invert(fColor);
+ fColor = invert(fColor);
fColor = (fColor-rand(vTextureXY)*0.3) * 1.6;
float lineCount = textureSize(uTexture, 0).y / uTextureScale;
+ lineCount /= 6.5;
fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount)));
// float columnCount = textureSize(uTexture, 0).x / uTextureScale;
// 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
+ 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
}