thebookofshaders/16/operations.frag

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2015-05-05 14:19:16 +00:00
// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_tex0;
uniform sampler2D u_tex1;
uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;
void main (void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(0.);
vec3 colorA = texture2D(u_tex0,st).rgb;
vec3 colorB = texture2D(u_tex1,st).rgb;
color = colorA+colorB; // Add
// color = colorA-colorB; // Diff
// color = abs(colorA-colorB); // Abs Diff
// color = colorA*colorB; // Mult
// color = colorA/colorB; // Div
// color = max(colorA,colorB); // Ligther
// color = min(colorA,colorB); // Darker
gl_FragColor = vec4(color,1.0);
}