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- [vert.glsl]
-
- #version 130
-
- in vec2 in_position;
-
- out vec2 pass_position;
-
- void main()
- {
- pass_position = in_position;
- gl_Position = vec4(in_position, 0.0, 1.0);
- }
-
- [frag.glsl]
-
- #version 130
-
- #if defined GL_ES
- precision highp float;
- #endif
-
- in vec2 pass_position;
-
- uniform sampler2D u_texture;
-
- vec3 rand_color(float t)
- {
- return vec3(0.5 + 0.5 * sin(t * 19.0 + 17.0),
- 0.5 + 0.5 * sin(t * 24.0 + 23.0),
- 0.5 + 0.5 * sin(t * 37.0 + 12.0));
- }
-
- void main(void)
- {
- vec2 texcoords = pass_position * 0.5 + vec2(0.5, 0.5);
- vec4 src_color = texture2D(u_texture, texcoords);
- float newg = src_color.z;
- float newb = 0.0;
- if (newg > 0.0)
- newb = 1.0;
- gl_FragColor = vec4(rand_color(newg), 1.0);
- }
-
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