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| author | raysan5 <[email protected]> | 2016-07-19 10:57:35 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2016-07-19 10:57:35 +0200 |
| commit | 61558ab83faa52e738b264ea85fe34448651ba87 (patch) | |
| tree | 9ca76df6cb7f976a9d426386ab4acb3a9e53fe1d /shaders/glsl330/scanlines.fs | |
| parent | 76c9e9883d8b66d2f48e5416102c818e90481a8f (diff) | |
| download | raylib-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.fs | 7 |
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 |
