36 lines
862 B
GLSL
36 lines
862 B
GLSL
#version 330
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// TODO: for now this is just a scanline shader for testing
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float offset = 0.0;
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uniform float time;
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void main()
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{
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float frequency = renderHeight/3.0;
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// Scanlines method 2
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float globalPos = (fragTexCoord.y + offset) * frequency;
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float wavePos = cos((fract(globalPos) - 0.5)*3.14);
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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finalColor = mix(vec4(0.0, 0.3, 0.0, 0.0), texelColor, wavePos);
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} |