Created
May 31, 2017 13:48
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precision highp float; | |
varying vec3 n; | |
varying vec2 uv; | |
uniform sampler2D tex; | |
uniform vec2 resolution; | |
//#pragma include "noise2D.glsl // for snoise(vec2 v) | |
//#pragma include "noise3D.glsl" // for snoise(vec3 v) | |
//#pragma include "noise4D.glsl" // for snoise(vec4 v) | |
//#pragma include "cellular2D.glsl" // for cellular(vec2 P) | |
//#pragma include "cellular2x2.glsl" // for cellular2x2(vec2 P) | |
//#pragma include "cellular2x2x2.glsl" // for cellular2x2x2(vec3 P) | |
//#pragma include "cellular3D.glsl" // cellular(vec3 P) | |
void main(void) | |
{ | |
// constants & options | |
vec2 pos = ( gl_FragCoord.xy / vec2(300.0) ); | |
const float grads = 3.0; // oolor levels | |
vec3 clr[3]; | |
clr[0] = vec3(0.0,0.0,0.0); | |
clr[1] = vec3(0.0,0.0,0.0); | |
clr[2] = vec3(1.0,1.0,1.0); | |
// clr[0] = vec3(1.0,0.0,0.0); | |
// clr[1] = vec3(0.0,1.0,0.0); | |
// clr[2] = vec3(0.0,0.0,1.0); | |
// vec3 eyeSpaceLigthDirection = vec3(0.0,0.0,1.0); | |
// float diffuse = max(0.0,dot(normalize(n),eyeSpaceLigthDirection)); | |
// texture2D(tex,uv).xyz*diffuse | |
float gray = (texture2D(tex,uv).x + texture2D(tex,uv).y + texture2D(tex,uv).z) / 3.0; | |
gray = floor(gray*grads) / grads; | |
vec3 color = vec3(gray); | |
for(int i=0;i<3;i++) { | |
if(gray < 0.34*float(i+1) && gray >= 0.29*float(i)) { | |
color = clr[i]; | |
if(i==1) { | |
if(mod(gl_FragCoord.x,2.0) == mod(gl_FragCoord.y,2.0)) { | |
color = clr[2]; | |
} | |
} | |
} | |
} | |
// vec3(gl_FragCoord.x/300.0) | |
gl_FragColor = vec4( color, 1.0); | |
} |
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