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#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);
}
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