51 lines
1.3 KiB
GLSL
51 lines
1.3 KiB
GLSL
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in vec4 color;
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in vec2 texCoord;
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out vec4 fragColor;
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uniform sampler2D tex;
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uniform float resolution_x;
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uniform float resolution_y;
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uniform float screen_w;
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uniform float screen_h;
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uniform float time;
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uniform float zoom;
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void main(void)
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{
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float x_offset = 1.0/(screen_w*zoom) + 1.0/(resolution_x*zoom);
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float y_offset = 1.0/(screen_h*zoom) + 1.0/(resolution_y*zoom);
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vec4 center = texture2D(tex, texCoord);
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vec4 left = texture2D(tex, vec2(texCoord.s - x_offset, texCoord.t));
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vec4 right = texture2D(tex, vec2(texCoord.s + x_offset, texCoord.t));
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vec4 up = texture2D(tex, vec2(texCoord.s, texCoord.t - y_offset));
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vec4 down = texture2D(tex, vec2(texCoord.s, texCoord.t + y_offset));
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bool is_image_edge = (texCoord.s - x_offset < 0 || texCoord.s + x_offset > 1 || texCoord.t - y_offset < 0 || texCoord.t + y_offset > 1);
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if(left.a != right.a || left.a != up.a || left.a != down.a || (center.a > 0.5 && is_image_edge))
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{
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if(center.a > 0.5)
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{
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float speed = 0.6;
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float ant_size = 10;
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float black_to_white_ratio = 0.5;
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float ant_position = (gl_FragCoord.x + gl_FragCoord.y);
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float t = step(black_to_white_ratio, mod(time*speed + ant_position/ant_size, 1.0));
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fragColor = vec4(t, t, t, 1);
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}
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else
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fragColor = vec4(1, 1, 1, 1);
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}
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else if(center.a < 0.5)
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{
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fragColor = vec4(0, 0, 0, 0.1);
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}
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else
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discard;
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} |