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

46 lines
1.1 KiB
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
float offset = 0.0;
float frequency = 720.0/3.0;
uniform float time;
void main()
{
/*
// Scanlines method 1
float tval = 0; //time
vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
vec4 color = texture(texture0, fragTexCoord);
color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
color *= vec4(0.8, 1.0, 0.7, 1);
color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
color *= 0.97 + 0.03*sin(110.0*tval);
fragColor = color;
*/
// Scanlines method 2
float globalPos = (fragTexCoord.y + offset) * frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor = mix(vec4(0.0, 0.3, 0.0, 0.0), texelColor, wavePos);
}