raylib/shaders/glsl330/predator.fs
2016-05-18 12:04:27 +02:00

32 lines
750 B
GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
vec3 texelColor = texture(texture0, fragTexCoord).rgb;
vec3 colors[3];
colors[0] = vec3(0.0, 0.0, 1.0);
colors[1] = vec3(1.0, 1.0, 0.0);
colors[2] = vec3(1.0, 0.0, 0.0);
float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0;
int ix = (lum < 0.5)? 0:1;
vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
finalColor = vec4(tc, 1.0);
}