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@@ -87,16 +87,26 @@ static char const *fragmentshader = |
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#else |
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" vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" |
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#if 0 |
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" float mul = 2.0;\n" |
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" float dx1 = mod(gl_FragCoord.x, 2.0);\n" |
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" float dy1 = mod(gl_FragCoord.y, 2.0);\n" |
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" float t1 = mod(3.0 * dx1 + 2.0 * dy1, 4.0);\n" |
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" float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0);\n" |
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" float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0);\n" |
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" float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0);\n" |
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" float t = (1.0 + 4.0 * t1 + t2) / 17.0;\n" |
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" col.x = col.x > t ? 1.0 : 0.0;\n" |
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" col.y = col.y > t ? 1.0 : 0.0;\n" |
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" col.z = col.z > t ? 1.0 : 0.0;\n" |
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" float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0);\n" |
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" float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0);\n" |
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" float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0);\n" |
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" float t = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0;\n" |
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" float fracx = fract(col.x * mul);\n" |
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" float fracy = fract(col.y * mul);\n" |
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" float fracz = fract(col.z * mul);\n" |
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" fracx = fracx > t ? 1.0 : 0.0;\n" |
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" fracy = fracy > t ? 1.0 : 0.0;\n" |
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" fracz = fracz > t ? 1.0 : 0.0;\n" |
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" col.x = (floor(col.x * mul) + fracx) / mul;\n" |
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" col.y = (floor(col.y * mul) + fracy) / mul;\n" |
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" col.z = (floor(col.z * mul) + fracz) / mul;\n" |
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#endif |
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" gl_FragColor = col;\n" |
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#endif |
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