simple red horizontal gradient
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = vec4(vTextureCoord.x, 0.0, 0.0, 1.0);
}
simple green vertical gradient
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = vec4(0.0, vTextureCoord.y, 0.0, 1.0);
}
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = vec4(vTextureCoord.x, vTextureCoord.y, 1.0 - (vTextureCoord.x * vTextureCoord.y), 1.0);
}
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
vec4 wtf = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = wtf * 2.0;
}
change colours / transparency
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
vec4 wtf = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = wtf.xyzw;
}
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
varying highp vec2 vTextureCoord;
uniform float uA;
uniform float uB;
uniform float uC;
void main(void) {
vec2 offset = vec2(uB, uC) - 0.5;
vTextureCoord = aTextureCoord;
gl_Position = vec4(2.0 * uA * (aVertexPosition + offset), 0.0, 1.0);
}
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
vec3 color = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)).rgb;
float val = (color.r + color.g + color.b) / 3.0;
gl_FragColor = vec4(val, val, val, 1.0);
}
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
vec3 color = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)).rgb;
float val = (color.r + color.g + color.b) / 3.0;
if(val < 0.5) {
gl_FragColor = vec4(val, val, val, 1.0);
} else {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
}
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
varying highp vec2 vTextureCoord;
uniform float uA;
mat2 rotate(float radians) {
radians *= 2.0 * 3.1415;
return mat2( cos(radians), sin(radians),
-sin(radians), cos(radians));
}
void main(void) {
vTextureCoord = aTextureCoord;
gl_Position = vec4(aVertexPosition * rotate(uA), 0.0, 1.0);
}
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
uniform float uA;
void main(void) {
vec3 color = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)).rgb;
gl_FragColor = vec4(pow(color, vec3(uA * 4.0)), 1.0);
}
precision highp float;
varying highp vec2 vTextureCoord;
uniform sampler2D uSampler;
uniform float uA;
uniform float uB;
void main(void) {
vec2 uv = vec2(vTextureCoord.s, vTextureCoord.t);
uv.y = uA * sin(10.0 * uB * uv.y);
gl_FragColor = texture2D(uSampler, uv);
}