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| author | realtradam <[email protected]> | 2022-04-17 23:51:03 -0400 |
|---|---|---|
| committer | realtradam <[email protected]> | 2022-04-17 23:51:03 -0400 |
| commit | 1ee37746161210d17515e8ef1764e8cb3fd6dec6 (patch) | |
| tree | 1e5d0fc337e7a02d120d598288a8a36c283133e6 /shaders | |
| parent | da04a21924051571efeabf681df6dd9eff765830 (diff) | |
| download | zig-chip-8-1ee37746161210d17515e8ef1764e8cb3fd6dec6.tar.gz zig-chip-8-1ee37746161210d17515e8ef1764e8cb3fd6dec6.zip | |
variable border width
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/test.fs | 72 |
1 files changed, 7 insertions, 65 deletions
diff --git a/shaders/test.fs b/shaders/test.fs index 44a912e..16cf7c3 100644 --- a/shaders/test.fs +++ b/shaders/test.fs @@ -1,65 +1,4 @@ #version 330 -/* -//if ((pix % 3) == 2) -//black pixel -//else -//get color of floor(pix / 3) -//end - -//uniform vec2 resolution; -//uniform sampler2D backbuffer; -// -//void main( void ) { -// vec2 position = ( gl_FragCoord.xy / resolution.xy ); -// vec4 color = texture2D(backbuffer, position); -// // ... do something with it ... -//} - - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -// NOTE: Render size values should be passed from code -uniform float renderWidth = 800; -uniform float renderHeight = 450; - -float radius = 250.0; -float angle = 0.8; - -uniform vec2 center = vec2(200.0, 200.0); - -void main() -{ - //vec2 newcoord = vec2(fragTexCoord.x + 10, fragTexCoord.y + 10); - //vec2 position = ( mod(gl_FragCoord.x,3), mod(gl_FragCoord.y, 3) ); - //if ( position.x == 2 ) || ( position.y == 2 ) - //{ - // gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); - //} - //else - //{ - // vec2 position_new = (floor(gl_FragCoord.xy)); - // gl_FragColor = texture2D(texture0, position_new); - //} - //gl_FragColor = vec4(0.5, 0.5, 0.5, 1.0); - - vec2 p = fragTexCoord; - p.x = fragTexCoord.x + 100000; - - - gl_FragColor = texture(texture0, p); -} -*/ // Input vertex attributes (from vertex shader) @@ -74,21 +13,24 @@ uniform vec4 colDiffuse; out vec4 finalColor; // NOTE: Add here your custom variables -vec2 textureResolution = vec2(64.0*3.0, 32.0*3.0); -vec2 onePixel = vec2(1.0, 1.0) / textureResolution; +uniform float renderWidth; +uniform float renderHeight; +vec2 textureResolution = vec2(renderWidth, renderHeight); +uniform float grid_size; +//vec2 onePixel = vec2(1.0, 1.0) / textureResolution; vec2 pixelCoor = fragTexCoord * textureResolution; void main() { vec4 texelColor = vec4(0.0, 0.0, 0.0, 0.0); // Texel color fetching from texture sampler - if ((mod(floor(pixelCoor.x), 3) == 2.0) || (mod(floor(pixelCoor.y), 3) == 2.0)) + if ((mod(floor(pixelCoor.x), grid_size + 1.0) == grid_size) || (mod(floor(pixelCoor.y), grid_size + 1.0) == grid_size)) { texelColor = vec4(0.0, 0.0, 0.0, 1.0); } else { pixelCoor.y = -pixelCoor.y; - pixelCoor = pixelCoor / 3.0; + pixelCoor = pixelCoor / (grid_size + 1.0); texelColor = texture(texture0, (pixelCoor /textureResolution)); } //if ((pix % 3) == 2) |
