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authorraysan5 <[email protected]>2016-07-19 10:57:35 +0200
committerraysan5 <[email protected]>2016-07-19 10:57:35 +0200
commit61558ab83faa52e738b264ea85fe34448651ba87 (patch)
tree9ca76df6cb7f976a9d426386ab4acb3a9e53fe1d /shaders/glsl330/scanlines.fs
parent76c9e9883d8b66d2f48e5416102c818e90481a8f (diff)
downloadraylib-61558ab83faa52e738b264ea85fe34448651ba87.tar.gz
raylib-61558ab83faa52e738b264ea85fe34448651ba87.zip
Updated shaders pack
Some deep review of this shaders is required for optimization...
Diffstat (limited to 'shaders/glsl330/scanlines.fs')
-rw-r--r--shaders/glsl330/scanlines.fs7
1 files changed, 5 insertions, 2 deletions
diff --git a/shaders/glsl330/scanlines.fs b/shaders/glsl330/scanlines.fs
index 177f000d..22dc9cd5 100644
--- a/shaders/glsl330/scanlines.fs
+++ b/shaders/glsl330/scanlines.fs
@@ -6,20 +6,23 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float offset = 0.0;
-float frequency = 720.0/3.0;
uniform float time;
void main()
{
+ float frequency = renderHeight/3.0;
/*
// Scanlines method 1
float tval = 0; //time