mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-19 15:25:41 +00:00
24 lines
589 B
GLSL
24 lines
589 B
GLSL
|
#ifdef GL_ES
|
||
|
precision highp float;
|
||
|
#endif
|
||
|
|
||
|
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.);
|
||
|
}
|