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-rw-r--r--shaders/glsl100/scanlines.fs44
1 files changed, 0 insertions, 44 deletions
diff --git a/shaders/glsl100/scanlines.fs b/shaders/glsl100/scanlines.fs
deleted file mode 100644
index 529120d0..00000000
--- a/shaders/glsl100/scanlines.fs
+++ /dev/null
@@ -1,44 +0,0 @@
-#version 100
-
-precision mediump float;
-
-// Input vertex attributes (from vertex shader)
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 colDiffuse;
-
-// NOTE: Add here your custom variables
-
-float offset = 0;
-float frequency = 720/3.0;
-
-uniform float time;
-
-void main()
-{
-/*
- // Scanlines method 1
- float tval = 0; //time
- vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
-
- vec4 color = texture2D(texture0, fragTexCoord);
-
- color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
- color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
- color *= vec4(0.8, 1.0, 0.7, 1);
- color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
- color *= 0.97 + 0.03*sin(110.0*tval);
-
- fragColor = color;
-*/
- // Scanlines method 2
- float globalPos = (fragTexCoord.y + offset) * frequency;
- float wavePos = cos((fract(globalPos) - 0.5)*3.14);
-
- vec4 color = texture2D(texture0, fragTexCoord);
-
- gl_FragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
-} \ No newline at end of file