thebookofshaders/18/hatch.frag

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#ifdef GL_ES
precision highp float;
#endif
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uniform sampler2D u_tex0;
uniform vec2 u_tex0Resolution;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float hatch ( sampler2D hatchmap, vec2 st,float brighness ){
float col = floor((1.0-brighness)*9.0)/3.;
float row = floor(brighness*3.0)/3.;
return texture2D(hatchmap,vec2(col,row)+st/3.).a;
}
void main(){
vec2 st = gl_FragCoord.st/u_resolution.xy;
float b = st.x;
vec3 color = vec3(1.0);
color -= hatch(u_tex0,st,b).a;
gl_FragColor = vec4(color,1.);
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}