[vert.glsl] #version 120 attribute vec2 in_Position; varying vec2 pass_position; void main() { pass_position = in_Position; gl_Position = vec4(in_Position, 0.0, 1.0); } [frag.glsl] #version 120 #if defined GL_ES precision highp float; #endif uniform sampler2D in_texture; varying vec2 pass_position; 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(in_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); } [vert.hlsl] void main(float2 in_Position : POSITION, out float2 pass_Position : TEXCOORD0, out float4 out_Position : POSITION) { pass_Position = in_Position; out_Position = float4(in_Position, 0.0, 1.0); } [frag.hlsl] float3 rand_color(float t) { return float3(0.5 + 0.5 * sin(t * 9.0 + 3.0), 0.5 + 0.5 * sin(t * 4.0 + 1.0), 0.5 + 0.5 * sin(t * 7.0 + 2.0)); } void main(in float2 pass_Position : TEXCOORD0, uniform sampler2D in_Texture, uniform float in_Flag, uniform float3 in_Point, uniform float3 in_Color, out float4 out_FragColor : COLOR) { if (in_Flag == 0.0) { float tc = 0.0, ta = 0.0; { float s = 3.0 + 2.0 * in_Point.z; float2 p = pass_Position - in_Point.xy * 0.9; float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); float u = t * t * t * t; tc += 3.0 * t * t - 2.0 * t * t * t; ta += 3.0 * u * u - 2.0 * u * u * u; } out_FragColor = float4(tc * in_Color, ta + 0.1); } else { float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); /* FIXME: this should be passed as a uniform or something */ texcoords += float2(0.5 / 800.0, 0.5 / 600.0); out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); } }