Forked from code-disaster/fullscreen-quad-libgdx.glsl
Created
August 10, 2023 23:47
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simple scanline shader
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/* post-fx pass by blending a solid white fullscreen quad, no texture required */ | |
/*uniform*/ float fmin = 0.7; | |
void main(void) | |
{ | |
float fmod = mod(gl_FragCoord.y, 2.0); | |
float fstep = fmin + (1.0 - fmin) * fmod; | |
gl_FragColor = vec4(1.0, 1.0, 1.0, fstep); | |
} |
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/* shadertoy test - blends with a texture */ | |
float fmin = 0.7; | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
float fmod = mod(fragCoord.y, 2.0); | |
float fstep = fmin + (1.0 - fmin) * fmod; | |
vec2 uv = fragCoord.xy / iResolution.xy; | |
fragColor = vec4(texture2D(iChannel0, uv).rgb * fstep, 1.0); | |
} |
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