Created
October 7, 2020 08:22
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#define numTextures 7 | |
#define THRESHOLD 0.2 | |
uniform vec3 iResolution; | |
uniform float iTime; | |
uniform float iTimeDelta; | |
uniform float iFrame; | |
uniform sampler2D u_texture; | |
// uniform sampler2D u_textures; | |
// uniform float[] u_transition_values; | |
uniform vec3 u_plane_resolution; | |
uniform vec3 u_aspect_ratio; | |
uniform float u_opacity; | |
varying vec2 vUv; | |
float gscale (vec3 c) { | |
return (c.r+c.g+c.b)/3.0; | |
} | |
vec4 resizedTexture(sampler2D texture, vec2 inital_uv, vec3 aspect_ratio) | |
{ | |
vec2 ratio = vec2( | |
min((u_plane_resolution.x / u_plane_resolution.y) / (aspect_ratio.x / aspect_ratio.y), 1.0), | |
min((u_plane_resolution.y / u_plane_resolution.x) / (aspect_ratio.y / aspect_ratio.x), 1.0) | |
); | |
vec2 uv = vec2( | |
inital_uv.x * ratio.x + (1.0 - ratio.x) * 0.5, | |
inital_uv.y * ratio.y + (1.0 - ratio.y) * 0.5 | |
); | |
return texture2D(texture, uv); | |
} | |
void mainImage (out vec4 fragColor, in vec2 fragCoord) | |
{ | |
// vec4 mixedTextures = texture2D(u_texture[0], vUv); | |
// foreach(textures) | |
// { | |
// vec4 newText = texture2D(u_texture[0], vUv); | |
// vec4 mixedTextures = mix(mixedTextures, newText, u_transition_values[0]); | |
// } | |
fragColor = resizedTexture(u_texture, vUv, u_aspect_ratio) * u_opacity; | |
} | |
void main() { | |
mainImage(gl_FragColor, gl_FragCoord.xy); | |
} |
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