diff options
Diffstat (limited to 'shaders/glsl100/scanlines.fs')
| -rw-r--r-- | shaders/glsl100/scanlines.fs | 44 |
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); -}
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