RuntimeData/shader/XorColor.frag
2020-07-14 19:58:53 +08:00

57 lines
999 B
GLSL

#version 450 core
layout(location=0) out vec4 FragColor;
layout(binding=1) uniform ColorMaterial
{
vec4 color;
} color_material;
layout(binding=10) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 canvas_resolution;
vec2 viewport_resolution;
}fs_world;
float xor_texture(vec2 coord)
{
vec2 p = 256.0 * coord;
float x = 0.0;
for( int i=0; i<7; i++ )
{
vec2 a = floor(p);
vec2 b = fract(p);
x += mod( a.x + a.y, 2.0 ) *
// the following line implements the smooth xor
mix( 1.0, 1.5*pow(4.0*(1.0-b.x)*b.x*(1.0-b.y)*b.y,0.25), 0.0 );
p /= 2.0;
x /= 2.0;
}
return x;
}
void main()
{
float strong=xor_texture(gl_FragCoord.xy/fs_world.canvas_resolution.x);
FragColor=vec4(color_material.color.rgb*strong,1.0);
}