diff options
Diffstat (limited to 'shaders/colour_splitter.fs')
| -rw-r--r-- | shaders/colour_splitter.fs | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/shaders/colour_splitter.fs b/shaders/colour_splitter.fs new file mode 100644 index 0000000..1b20175 --- /dev/null +++ b/shaders/colour_splitter.fs @@ -0,0 +1,45 @@ +#version 330 + +#define PI 3.1415926538 + +// 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; + +// Imported variables from code +uniform float renderWidth; +uniform float renderHeight; + +// 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 colour) { + return floor((cos( (coordinate * 2.0 * PI) + (colour * ((2.0 / 3.0) * PI)) + (0.4 * PI) ) / 2.0) + 0.75); +} + +vec3 is_pixel(vec2 coordinate) { + return vec3(gridify(coordinate.x, 1.0), gridify(coordinate.x, 2.0), gridify(coordinate.x, 3.0)); +} + +void main() +{ + //float is_pixel = gridify(pixelCoor.x, 1.0) * gridify(pixelCoor.y, 1.0); + vec4 texelColor = texture(texture0, flipped); + texelColor.rgb *= is_pixel(pixelCoor).rgb; + //texelColor.r *= 0; + //texelColor.g *= 0; + //texelColor.b *= 0; + + // NOTE: Implement here your fragment shader code + finalColor = texelColor*colDiffuse; +} |
