Created
June 2, 2017 13:37
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precision highp float; | |
varying vec3 n; | |
varying vec2 uv; | |
uniform sampler2D tex; | |
uniform vec2 resolution; | |
const vec3 BLACK = vec3(0.0); | |
const vec3 WHITE = vec3(1.0); | |
const float pix = 1.0; | |
vec3 middle(float size) { | |
vec4 pos = floor(gl_FragCoord / pix); | |
if(mod(pos.x, size) < 1.0 && mod(pos.y, size) < 1.0) { | |
return BLACK; | |
} | |
if(mod(pos.x+size/2.0,size) < 1.0 && mod(pos.y+size/2.0,size) < 1.0) { | |
return BLACK; | |
} | |
return WHITE; | |
} | |
void main(void) | |
{ | |
// constants & options | |
vec2 pos = floor(gl_FragCoord.xy/pix)/300.0*pix; | |
const float grads = 5.0; // color levels | |
vec4 img = texture2D(tex, pos); | |
float gray = (img.x + img.y + img.z) / 1.5; | |
gray = floor(gray*grads) / grads; | |
float st = 1.0/grads; | |
vec3 color = vec3(gray); | |
for(int i=0; i<int(grads); i++) { | |
if(gray < st*1.02*float(i+1) && gray >= st*0.98*float(i)) { | |
if(i==0) { color = BLACK; break; } | |
if(i==int(grads)) { color = WHITE; break; } | |
color = middle(2.0+float(i-2)*2.0); | |
//break; | |
} | |
} | |
gl_FragColor = vec4( color, 1.0); | |
} |
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