23 lines
430 B
GLSL
23 lines
430 B
GLSL
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varying vec4 color;
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varying vec2 texCoord;
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uniform sampler2D tex;
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uniform vec4 myColor;
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out vec4 fragColor;
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void main(void)
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{
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vec4 c = myColor * color;
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vec4 rgba = texture2D(tex, texCoord);
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vec4 intensity;
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if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) {
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intensity = vec4(0);
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} else {
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intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba);
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}
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fragColor = intensity * -0.25 + rgba * 1.1;
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}
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