precision mediump float; #define PI 3.14159265359 uniform sampler2D tex; uniform sampler2D bloomTex; 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); } float rgbComponent(float p, float q, float t) { if (t < 0.0) t += 1.0; if (t > 1.0) t -= 1.0; if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t; if (t < 1.0 / 2.0) return q; if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0; return p; } vec3 hslToRgb(float h, float s, float l){ float q = l < 0.5 ? l * (1. + s) : l + s - l * s; float p = 2.0 * l - q; return vec3( rgbComponent(p, q, h + 1.0 / 3.0), rgbComponent(p, q, h), rgbComponent(p, q, h - 1.0 / 3.0) ); } void main() { vec3 brightness = mix(texture2D( bloomTex, vUV ).rgb, texture2D( tex, vUV ).rgb, (0.7 - length(vUV - 0.5))) * 1.25 - rand( gl_FragCoord.xy, time ) * ditherMagnitude; float hue = 0.35 + (length(vUV - vec2(0.5, 1.0)) * -0.4 + 0.2); vec3 rgb = hslToRgb(hue, 0.8, max(0., brightness.r)) * vec3(0.8, 1.0, 0.7); vec3 resurrectionRGB = hslToRgb(0.13, 1.0, max(0., brightness.g) * 0.9); gl_FragColor = vec4(rgb + resurrectionRGB + backgroundColor, 1.0); }