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authorRay <raysan5@gmail.com>2016-07-19 12:48:55 +0200
committerGitHub <noreply@github.com>2016-07-19 12:48:55 +0200
commitab0d19f356dc6aadff11ab4034880c8759315000 (patch)
treefcd102935dcbd0d007fc413e8e97ba9c4fd90701 /shaders/glsl330/scanlines.fs
parent13e18c23edb668e40d07c100fd1652c9c0af300b (diff)
parentc482f37dfde9343ee1cc315153dcef80254c7a0b (diff)
downloadraylib-ab0d19f356dc6aadff11ab4034880c8759315000.tar.gz
raylib-ab0d19f356dc6aadff11ab4034880c8759315000.zip
Merge pull request #137 from raysan5/develop1.5.0
Integrate Develop branch
Diffstat (limited to 'shaders/glsl330/scanlines.fs')
-rw-r--r--shaders/glsl330/scanlines.fs7
1 files changed, 5 insertions, 2 deletions
diff --git a/shaders/glsl330/scanlines.fs b/shaders/glsl330/scanlines.fs
index 177f000d..22dc9cd5 100644
--- a/shaders/glsl330/scanlines.fs
+++ b/shaders/glsl330/scanlines.fs
@@ -6,20 +6,23 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float offset = 0.0;
-float frequency = 720.0/3.0;
uniform float time;
void main()
{
+ float frequency = renderHeight/3.0;
/*
// Scanlines method 1
float tval = 0; //time