#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) 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 vec2 textureResolution = vec2(64.0*3.0, 32.0*3.0); 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)) { texelColor = vec4(0.0, 0.0, 0.0, 1.0); } else { pixelCoor.y = -pixelCoor.y; pixelCoor = pixelCoor / 3.0; texelColor = texture(texture0, (pixelCoor /textureResolution)); } //if ((pix % 3) == 2) //black pixel //else //get color of floor(pix / 3) //end // NOTE: Implement here your fragment shader code finalColor = texelColor*colDiffuse; }