97 lines
1.9 KiB
GLSL
97 lines
1.9 KiB
GLSL
#version 130
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uniform vec4 bigColor;
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uniform vec4 bigColor1_1;
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uniform vec4 bigColor1_2;
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uniform vec4 bigColor1_3;
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uniform vec4 bigColor2;
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uniform vec4 bigColor3;
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uniform vec4 bigColor4;
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uniform vec4 bigColor5;
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uniform vec4 bigColor6;
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uniform vec4 bigColor7;
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uniform vec4 bigColor8;
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varying vec4 BaseColor;
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uniform float d;
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uniform float d2;
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uniform float d3;
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uniform float d4;
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uniform float d5;
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uniform float d6;
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uniform float d7;
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uniform float d8;
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uniform float d9;
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uniform float d10;
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uniform float d11;
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uniform float d12;
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uniform float d13;
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uniform float d14;
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uniform float d15;
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uniform float d16;
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uniform float d17;
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uniform float d18;
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uniform float d19;
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uniform float d20;
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uniform float d21;
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uniform float d22;
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uniform float d23;
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uniform float d24;
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uniform float d25;
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uniform float d26;
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uniform float d27;
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uniform float d28;
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uniform float d29;
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uniform float d30;
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uniform float d31;
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uniform float d32;
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uniform float d33;
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uniform float d34;
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uniform int Count;
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void main()
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{
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vec4 color = BaseColor;
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// Latchy2
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do {
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color += bigColor4;
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if (color.x < d4) {
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color.z += 2.0;
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if (color.z < d4) {
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color.x++;
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continue;
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}
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}
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if (color.y < d4)
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color.y += d4;
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else
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color.x += d4;
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} while (color.z < d4);
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// Immediate dominator
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while (color.w < d13) {
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if (color.z < d13)
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color++;
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else
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color--;
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// code from Latchy 2
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color += bigColor4;
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if (color.x < d4) {
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color.z += 2.0;
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if (color.z < d4) {
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color.x++;
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continue;
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}
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}
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if (color.y < d4)
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color.y += d4;
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else
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color.x += d4;
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}
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color++;
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gl_FragColor = color;
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}
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