mirror of
https://github.com/Rezmason/matrix.git
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35 lines
995 B
GLSL
35 lines
995 B
GLSL
precision mediump float;
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#define PI 3.14159265359
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform float bloomStrength;
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uniform sampler2D stripes;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c + t);
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}
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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}
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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
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// Combine the texture and bloom
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float brightness = getBrightness(vUV).r;
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// Dither: subtract a random value from the brightness
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brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = vec4(color * brightness + backgroundColor, 1.0);
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}
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