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#version 330
// 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
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), 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 / (grid_size + 1.0);
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;
}
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