Files
nunuhara_xsystem4/shaders/dungeon_raster.f.glsl
T
kichikuou afae3fc9a6 DrawDungeon14: Implement raster effect
It is implemented as a post-processing effect. The hack for the
projection transform matrix has been removed, because now the image is
flipped upside down in the post-processing stage.
2023-09-01 21:45:46 +09:00

40 lines
1.2 KiB
GLSL

/* Copyright (C) 2023 kichikuou <KichikuouChrome@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
uniform sampler2D tex;
uniform float amp;
uniform float t;
const float PI = 3.14159265;
in vec2 tex_coord;
out vec4 frag_color;
vec4 sample(float offset_x) {
return texture(tex, vec2(tex_coord.x + offset_x, tex_coord.y));
}
void main() {
float a = amp * cos((tex_coord.y + fract(t / 8.0)) * 16.0 * PI);
float p1 = 6.0 * tex_coord.y + 1.5;
float p2 = 4.0 * tex_coord.y + 2.0;
float offset1 = cos(p1 * 2.0 * PI) * a;
float offset2 = cos(p2 * 2.0 * PI) * a;
frag_color = mix(sample(offset1), sample(offset2), 0.5);
}