diff options
Diffstat (limited to 'shaders/glsl100/scanlines.fs')
| -rw-r--r-- | shaders/glsl100/scanlines.fs | 41 |
1 files changed, 41 insertions, 0 deletions
diff --git a/shaders/glsl100/scanlines.fs b/shaders/glsl100/scanlines.fs new file mode 100644 index 00000000..85de158d --- /dev/null +++ b/shaders/glsl100/scanlines.fs @@ -0,0 +1,41 @@ +#version 100 + +precision mediump float; + +varying vec2 fragTexCoord; + +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// NOTE: Add here your custom variables + +float offset = 0; +float frequency = 720/3.0; + +uniform float time; + +void main (void) +{ +/* + // Scanlines method 1 + float tval = 0; //time + vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval)); + + vec4 color = texture2D(texture0, fragTexCoord); + + color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0); + color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y); + color *= vec4(0.8, 1.0, 0.7, 1); + color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0); + color *= 0.97 + 0.03*sin(110.0*tval); + + fragColor = color; +*/ + // Scanlines method 2 + float globalPos = (fragTexCoord.y + offset) * frequency; + float wavePos = cos((fract(globalPos) - 0.5)*3.14); + + vec4 color = texture2D(texture0, fragTexCoord); + + gl_FragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos); +}
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