#version 330 core in vec4 saturation_const; in vec2 dir; in vec2 tex; in vec3 pos; uniform float time; uniform sampler2D halftone_texture; uniform vec2 widthBounds; uniform vec2 lengthBounds; out vec4 fragColor; float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){ float result = dot(k, xzPos) * 3.14f / adjWaveLength; result = result + phaseC*time*.5f; result = -tan(result) + 1.57f; result = exp(result) / 4.f; return result; } void main() { //float saturation = getSaturation(saturation_const[0], saturation_const[1],saturation_const[2],saturation_const[3]); vec4 color = texture(halftone_texture, tex); fragColor = vec4(vec3(color), 1); }