Pushed virtually all the shader source into shader files that load as assets.

This commit is contained in:
Rezmason
2021-10-20 03:20:46 -07:00
parent 39742d73f3
commit d8a1409907
17 changed files with 556 additions and 536 deletions

23
shaders/stripePass.frag Normal file
View File

@@ -0,0 +1,23 @@
precision mediump float;
#define PI 3.14159265359
uniform sampler2D tex;
uniform sampler2D bloomTex;
uniform sampler2D stripes;
uniform float ditherMagnitude;
uniform float time;
uniform vec3 backgroundColor;
varying vec2 vUV;
highp float rand( const in vec2 uv, const in float t ) {
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
return fract(sin(sn) * c + t);
}
void main() {
vec3 color = texture2D(stripes, vUV).rgb;
float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
gl_FragColor = vec4(color * at + backgroundColor, 1.0);
}