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Shaders come in two flavours: - shaders/gl330: OpenGL 3.3+ (Windows, Linux, OSX) - shaders/gles100: OpenGL ES 2.0 (Android, RPI, HTML5)
27 lines
561 B
GLSL
27 lines
561 B
GLSL
#version 330
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in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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// NOTE: Add here your custom variables
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void main()
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{
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vec3 color = texture2D(texture0, fragTexCoord).rgb;
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vec3 colors[3];
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colors[0] = vec3(0.0, 0.0, 1.0);
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colors[1] = vec3(1.0, 1.0, 0.0);
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colors[2] = vec3(1.0, 0.0, 0.0);
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float lum = (color.r + color.g + color.b)/3.0;
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int ix = (lum < 0.5)? 0:1;
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vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
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fragColor = vec4(tc, 1.0);
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} |