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https://github.com/tanema/light_world.lua.git
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378586c406
Added util.loadShader - loads shaders and sets uniform variables Fixed implicit type conversions in shaders
14 lines
512 B
GLSL
14 lines
512 B
GLSL
extern float time = 0.0;
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extern vec3 tint = vec3(1.0, 1.0, 1.0);
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extern float fudge = 0.1;
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float rand(vec2 position, float seed) {
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return fract(sin(dot(position.xy,vec2(12.9898, 78.233))) * seed);
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}
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
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vec4 pixel = Texel(texture, texture_coords);
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float intensity = (pixel.r + pixel.g + pixel.b) / 3.0 + (rand(texture_coords, time) - 0.5) * fudge;
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return vec4(intensity * tint.r, intensity * tint.g, intensity * tint.b, 1.0);
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}
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