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| author | raysan5 <raysan5@gmail.com> | 2016-05-18 12:04:27 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-05-18 12:04:27 +0200 |
| commit | bc08271da3e68d2880f4ef712c13e88b99f1021d (patch) | |
| tree | a2b3fb728de4984a12b97728491205613e3c951b /shaders/glsl330/posterization.fs | |
| parent | 0e29aa2951fe11e9d0fabec2182ed6309fce37bb (diff) | |
| download | raylib-bc08271da3e68d2880f4ef712c13e88b99f1021d.tar.gz raylib-bc08271da3e68d2880f4ef712c13e88b99f1021d.zip | |
Updated shaders with comments
Diffstat (limited to 'shaders/glsl330/posterization.fs')
| -rw-r--r-- | shaders/glsl330/posterization.fs | 23 |
1 files changed, 14 insertions, 9 deletions
diff --git a/shaders/glsl330/posterization.fs b/shaders/glsl330/posterization.fs index 5215bd8b..f1d72a19 100644 --- a/shaders/glsl330/posterization.fs +++ b/shaders/glsl330/posterization.fs @@ -1,12 +1,16 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables float gamma = 0.6; @@ -14,13 +18,14 @@ float numColors = 8.0; void main() { - vec3 color = texture(texture0, fragTexCoord.xy).rgb; + // Texel color fetching from texture sampler + vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb; - color = pow(color, vec3(gamma, gamma, gamma)); - color = color*numColors; - color = floor(color); - color = color/numColors; - color = pow(color, vec3(1.0/gamma)); + texelColor = pow(texelColor, vec3(gamma, gamma, gamma)); + texelColor = texelColor*numColors; + texelColor = floor(texelColor); + texelColor = texelColor/numColors; + texelColor = pow(texelColor, vec3(1.0/gamma)); - fragColor = vec4(color, 1.0); + finalColor = vec4(texelColor, 1.0); }
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