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authorrealtradam <[email protected]>2022-04-19 04:16:52 -0400
committerrealtradam <[email protected]>2022-04-19 04:16:52 -0400
commitaa865376f6737393a7f089dda8e1254520af30ba (patch)
tree10b5d70b03db52f731af9baf84af7ae83a5b0ed3 /shaders
parent4cfbf59ab53ede8eb39a8317c504e7cee889a827 (diff)
downloadzig-chip-8-aa865376f6737393a7f089dda8e1254520af30ba.tar.gz
zig-chip-8-aa865376f6737393a7f089dda8e1254520af30ba.zip
cleaned up some code
Diffstat (limited to 'shaders')
-rw-r--r--shaders/pixalizer.fs (renamed from shaders/test.fs)11
1 files changed, 6 insertions, 5 deletions
diff --git a/shaders/test.fs b/shaders/pixalizer.fs
index cba5bfb..a215a73 100644
--- a/shaders/test.fs
+++ b/shaders/pixalizer.fs
@@ -5,7 +5,6 @@
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
-vec2 flipped = vec2(fragTexCoord.x, 1 - fragTexCoord.y);
// Input uniform values
uniform sampler2D texture0;
@@ -14,12 +13,15 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
-// NOTE: Add here your custom variables
+// Imported variables from code
uniform float renderWidth;
uniform float renderHeight;
-vec2 textureResolution = vec2(renderWidth, renderHeight);
uniform float grid_size;
-//vec2 onePixel = vec2(1.0, 1.0) / textureResolution;
+
+// Variable set up
+vec2 flipped = vec2(fragTexCoord.x, 1 - fragTexCoord.y); // flipping
+vec2 textureResolution = vec2(renderWidth, renderHeight);
+//vec2 onePixel = vec2(1.0, 1.0) / textureResolution; // distance of a single pixel in texels
vec2 pixelCoor = flipped * textureResolution;
float gridify(float coordinate, float spacing) {
@@ -37,6 +39,5 @@ void main()
texelColor.rbg *= is_pixel(pixelCoor, grid_size);
// NOTE: Implement here your fragment shader code
-
finalColor = texelColor*colDiffuse;
}