light_world.lua/shader/scanlines.glsl
2014-04-08 19:45:21 +02:00

33 lines
1.3 KiB
GLSL

extern vec2 screenHeight = vec2(800.0, 600.0);
extern float strength = 2.0;
extern float time = 0.0;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
vec2 pSize = 1.0 / screenHeight;
float brightness = 1.0;
float offsetX = sin(texture_coords.y * 10.0 + time * strength) * pSize.x;
float corner = 500.0;
if(texture_coords.x < 0.5) {
if(texture_coords.y < 0.5) {
brightness = min(texture_coords.x * texture_coords.y * corner, 1.0);
} else {
brightness = min(texture_coords.x * (1.0 - texture_coords.y) * corner, 1.0);
}
} else {
if(texture_coords.y < 0.5) {
brightness = min((1.0 - texture_coords.x) * texture_coords.y * corner, 1.0);
} else {
brightness = min((1.0 - texture_coords.x) * (1.0 - texture_coords.y) * corner, 1.0);
}
}
float red = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y + pSize.y * 0.5)).r;
float green = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y - pSize.y * 0.5)).g;
float blue = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y)).b;
if(mod(texture_coords.y * screenHeight.y, 2.0) > 0.5) {
return vec4(vec3(red, green, blue) * brightness, 1.0);
} else {
return vec4(vec3(red * 0.75, green * 0.75, blue * 0.75) * brightness, 1.0);
}
}