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- #version 150
- uniform sampler2D source[];
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- void main(void) {
- vec4 rgba = texture(source[0], texCoord);
- vec4 intensity;
- if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) intensity = vec4(0);
- else intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba);
- fragColor = intensity * -0.35 + rgba * 1.1;
- }
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